A
0
ternary 1984 75p
1
ar gaming strategies
Developing story-lines
Compressing graphics
LORDS OF TIME
Joins our range of acclaimed pure-text puzzle adventures, at £9.90, for:
BBC 32K COMMODORE 64 SPECTRUM 48K LYNX 48K NASCOM 32k ORIC 48K ATARI 32K
ADVENTURE I
REVIEWS
"Adventures which have a
fast response time, are
spectacular in the amount
of detail and number of
locations, and are available
to cassette owners . . I am
extremely impressed . . The
Level 9 Adventures are
superbly designed and
programmed, the contents
first rate. The implementa-
tion of Colossal Cave
(Adventure) is nothing short
of brilliant; rush out and buy
it. While you're at it, buy
their others too. Simply
smashing!"
-SOFT, Sept 83
"I found Dungeon
exceedingly well planned
and written, with a fast
response. There are well
over 200 locations and the
descriptions are both
lengthy and interesting. The
objects number about 100.
It could therefore take
some months to explore
the whole network, giving
many hours of enjoyment in
the process."
-C&VG, Sept 83
"The descriptions are so
good that few players could
fail to be ensnared by the
realism of the mythical
worlds where they are the
hero or heroine . . great fun
to play."
-Which Micro?, Aug 83
"My appetite has been
whetted and I intend to get
my own copy (of Snowball)
to play."
-What Micro?, Dec 83
MIDDLE EARTH ADVENTURES
1: COLOSSAL ADVENTURE
A complete, full size version of the classic mainframe game
"Adventure" with 70 bonus locations added.
2: ADVENTURE QUEST
Centuries have passed since the time of Colossal Adventure
and evil armies have invaded The Land. The way is long and
dangerous; but with cunning you can overcome all obstacles
on the way to the Black Tower, source of their demonic
power, and destroy it.
3: DUNGEON ADVENTURE
The trilogy is completed by this superb adventure, set in the
Dungeons beneath the shattered Black Tower. A sense of
humour is essential!
THE FIRST SILICON DREAM ADVENTURE
1: SNOWBALL
The first of Pete Austin's second trilogy. The giant colony
starship, Snowball 9, has been sabotaged and is heading for
the sun in this massive game with 7000 locations
ADVENTURE
REVIEWS
"This has to be the bargain
of the year. If adventures
are your game then this
(Colossal Adventure) is
your adventure."
-HCW,5Sept83
"Colossal Adventure is
simply superb. Anyone who
wishes to use adventures in
an educational setting
really must use and see this
program as it emulates
Crowther and Wood's
masterpiece so well. For
those who wish to move
onto another adventure of
similar high quality,
Dungeon Adventure is to be
recommended. With more
than 200 locations, 700
messages and 100 objects
it will tease and delight!"
- Educational Computing, Nov 83
Colossal Adventure is
included in Practical
Computing's Top 10 games
choice: "Poetic, moving and
tough as hell."
- PC, Dec 83
"To sum up, Adventure
Quest is a wonderful
program, fast, exciting and
challenging. If you like
adventures then this one is
for you"
-NILUG4t=1.3
"Colossal Adventure . . For
once here's a program that
lives up to its name . . a
masterful feat. Thoroughly
recommended"
- Computer Choice, Dec 83
"wholly admirable"
- Your Computer, Sept 83
THE LORDS OF TIME SAGA
7: LORDS OF TIME
Our congratulations to Sue Gazzard for her super design for
this new time travel adventure through the ages of world
history. Chill to the Ice-age, go romin' with Caeser's legions,
shed light on the Dark Ages etc. etc We'll be selling this
game mail-order from January 1 st.
Price: £9.90 each (inclusive)
Level 9 adventures are available from good computer shops,
or mail-order from us at no extra charge Please send order,
or SAE for catalogue, to:
LEVEL 9 COMPUTING
Dept V, 229 Hughenden Road, High Wycombe, Bucks
HP13 5PG
Please describe your Computer
Editor
Graham Cunningham
Assistant Editor
Carmel Anderson
Software Editor
Graham Taylor
jttaster 3bbenturers
Tony Bridge
Mike Grace
Editorial Secretary
Cleo Cherry
Advertisement Manager
David Lake
Advertisement Executive
Simon Langston
Administration
Theresa Lacy
Managing Editor
Brendon Gore
Publishing Director
Jenny Ireland
Telephone number
(all departments)
01-437 4343
UK address
Micro Adventurer, 12-13 Little Newport
Street, London WC2R 3LD
US address
Micro Adventurer, c/o Business Press
International, 205 East 42nd Street, New
York, NY 10017
Subscriptions
UK £10.00 for 12 issues, overseas surface
(excluding US and Canada) £16 for 12
issues, US and Canada air-lifted US$33.95
for 12 issues.
Micro Adventurer is published monthly by
Sunshine Books, Scot Press Ltd. Typesetting by
In-Step Ltd, 77 Farringdon Road, London
EC1. Printed by Eden Fisher (Southend) Ltd,
Southend-on-Sea, Essex. Distributed by SM
Distribution, London SW9 (telephone 01-274
8611, lelex: 261643). ISSN 0265-4156.
Registered at the Post Office as a newspaper.
© Sunshine Books 1984.
n nmlcron
Letters
4 Two war games examined 28
Your opinions on adventures, a place to
turn to for help, and some advice from
fellow adventurers
Ron Stewart studies two popular war games
and offers advice to the budding general or
admiral
News 8
Two educational games from Shards and
Hewson's tell how Frazer Hubbard solved
their Quest Adventure in record time
Turning a fantasy into code 31
Andrew Pepper explains how an adventure
game is converted into code by using a
special database which in turn makes the
working program relatively easy (front cover
illustration by Stuart Hughes)
Your Adventures 34
Readers' programs this month include
Castaway, a game for the ZX Spectrum and
LEFTS, RIGHTS and MIDS equivalents
also for the Spectrum
A world of your own 10
Mike Grace delves into the processes
involved in planning a detailed story line
when writing your own adventures
A micro learns English 19
Lyman Alpha says that no matter how
complicated it may seem, the process by
which a computer acquires the skills of
English comprehension is really quite simple
Adventure File 41
The most comprehensive list available of
war games, life simulations and adventures
Adventure Help/Contact 48
Write to Tony Bridge if you need help or
have some to offer — or try our contact
column if you want to reach fellow adven-
turers
Software Inventory 23
Want to know what the new releases are
like? Look no further, here you'll find
House of Death for the Oric and The Korth
Trilogy from Puffin, which includes a
variety of game-styles and tests your logic
Competition Corner 50
Pleased with your past efforts Tisch sets
another task for you — to find the ancient
Runic rings of her ancestors and for your
trouble you could win Alpha Dawn, part
one in the Star Frontiers series from TSR
EDITORIAL
THERE'S AN AMERICAN pop song that goes "When I look back at all the crap I
learned in high school, it's a wonder I can think at all". Now we wouldn't argue that
adventures could be useful in school in terms of supplying you with knowledge which
might (or might not as the case may be) prove useful later. For example, you're not going
to learn the names of all the world's capitals by playing adventures (although you might
acquire an intimate knowledge of one seedy part of London), nor will you learn your
multiplication tables (although Pimania has a few geometrical pointers). But in terms of
encouraging memory, analysis and decision-making there's a lot to be said for adventures.
And if Edward de Bono is right and lateral thinking overtakes logic, adventures would
make an ideal educational tool.
Tongue-in-cheek, you could even advance an argument in favour of bad adventures —
the ones with limited vocabularies would certainly reassure a child at kindergarten ("Look,
mummy, I know more words than the computer"). But to take our tongues out of our
collective cheeks it does seem odd that teachers are ignoring the educational opportunities
provided by adventures.
Exactly why should adventures be excluded from that pat category educational
software? (Hands up anybody who answered "Because they're enjoyable".) Admittedly
some excellent software has been developed to aid rote-learning for younger children —
but why stop there? Good adventures encourage players to discover and explore (at no
literal risk to life or limb but facing a wide range of imaginary threats) — clues have to be
pondered and puzzles solved — and strategies have to be developed and then adapted. The
world of adventures may appear frivolous (who needs Norse Gods when we've got nuclear
bombs, why go to Middle Earth when there's Greenham Common to visit instead?), but
the thought processes adventures encourage can be useful.
If a group of children were to play an adventure together the results might be even more
rewarding. There would obviously be no lack of things to discuss (perhaps discuss is an
understatement) — both in deciding what to do next and then in wondering what went
wrong. The advantage is that nothing can go irredeemably wrong — you always live to
learn your tables on another day. Maybe you did lose your head in the Gorgon's Cavern but
at least you're guaranteed a next time when you should do better.
February 1984 Micro Adventurer 3
nmicron
ixzJ \i^3a} UL
Send your hints,
successes,
complaints and
compliments to
Letters Page, Micro
Adventurer, 12-13
Little Newport St,
London WC2R 3LD
Six of
one . . .
AFTER READING the article
on The Prisoner in the
December issue of Micro
Adventurer, would it be
possible to provide me with the
address of the fan club Six of
One please?
R. Eperjesi,
The Holmes,
Fordhouses,
Wolverhampton,
West Midlands.
AFTER reading your article on
The Prisoner I would like to
know if the appreciation
society still exists and, if so,
how could I contact it.
I would like to congratulate
you on the magazine to which I
now subscribe, having paid
£10.00 for 13 issues. Keep up
the good work.
Andrew Lake,
A leister St,
Stoke,
Plymouth.
SIX OF One, the appreciation
society for The Prisoner, does
still exist. The address is PO
Box 61, Cheltenham, Glos.
Why a disk
drive?
WHILE applauding the pro-
duction of a magazine devoted
to computer adventuring, I am
disappointed to see that you
are following in the path of
most other computer maga-
zines by publishing inaccurate,
incomplete information and
advice.
One item in particular
concerns the letter titled Disk
drive expense (December). The
reply, while true in a limited
fashion, is inaccurate and
misleadingly limited.
Infocom programs including
Zork cannot be released on
cassette because random file
access is integral to the manner
in which they operate. It is not
a matter of an extra 15 to 20
minute wait for loading or a
preference for disk packaging
that mitigates against the
cassette but the nature of the
material.
Infocom software ranges
from 80K to more than 160K
of program and data thus
making it impossible to load
into memory, in its entirety,
from cassette. The sequential
type of solution adopted for
Carnell's Black Crystal cassette
will not work either since these
large multiple programs are
adapted to the sequential
nature of tape storage.
Infocom games are suc-
cessful because they are not
linear and allow the movement
■
within the game to make full
use of the disk medium. It is
possible to move into an area
not currently in memory, wait
a few second while the neces-
sary information is overlayed
into memory and continue
then return to the previous
area, again with only a few
seconds wait as the previous
data is restored to the
computer's memory.
This technique is eminently
acceptable to gamers as it
allows the use of large
programs and ample data but
relies on the ability of disks to
support random access files.
While a cruder but similar
method of program overlays
would be possible to im-
plement on cassette, I doubt
that even PK Gollin would be
prepared for multiple long time
lags when moving to and fro in
such a game.
The only hope for those who
cannot yet afford disk drives is
some form of microdrive
or the development of large
ROM cartridges using some
form of internal bank
switching to cater for large
programs.
Laurence Miller,
Great Barr,
Birmingham.
Critique
snowballs
OH DEAR. What a dis-
appointment was your (Dec-
ember) MW's review on the
new adventure from l evel 9,
Snowball. In a review I like to
be told some idea of the
happenings in an adventure. I
find it very dreary to hear
that loading takes seven
minutes, that Snowball's
command analyser allows a
great flexibility in command
format, or that adventure
points are awarded for doing
clever things. The reviewer
obviously knew little of this
adventure and has padded his
or her way out of trouble with
a load of useless facts. Fully
researched my foot. Where, in
the Labyrinths of La Coshe?
Now that you have got me
going and I'm in this gripey
mood, 1 would like to say
something about Adventure
Contract, on Tony Bridge's
page. While 1 think that this is
an admirable idea I put out a
plea to those in need of help: I
have written to quite a number
of adventurers giving advice —
but I have never ever received a
reply. I am afraid that this is
starting to put me off writing
to people. My best contacts to
date have been on the
One goblet of golden elixir, one silver flask of
invisibilify potion, and a rare wizards breiv
for infinite wisdom — coming up lad$\
telephone. On this point,
surely it is better with letters to
the editor to just give tele-
phone numbers not an address.
You can obtain a telephone
number from an address via
directory inquiries but not an
address via a telephone
number.
David Swain,
Beechcroft Rd,
Oxford.
SORRY YOU are having no
luck with the Contact Column.
For the moment we think it
better not to publish phone
numbers. If you first contact
someone via the post they
might volunteer their phone
number. Perhaps other
adventure contacts would like
to write to the editor with
comments on how they have
found the column.
An addict's
advice
ALTHOUGH MY main inter-
est in micros lies in the field of
business programming, I am a
self-confessed adventure addict
of many years standing.
My home machine is a
Commodore 8032 with 8050
disk drive, and I suppose that
this gives me rather an
advantage over many readers
in having access to larger disk-
based games. But I really must
express astonishment that in a
magazine dedicated to adven-
ture games there is no mention
of programs that I consider to
be the peak of sophistication.
I began in the usual way with
games such as Pirate's Cove
(1 Vi days to solve) and similar
programs, but found them no
real challenge. Catacombs and
Cornucopia, marketed by
Supersoft, were my intro-
duction to the realms of true
adventure gaming. Weird
Wood could possibly have had
me stumped had I not become
fricndlv with the author.
Currently under develop-
ment by the same author and
available early this year is a
new program possibly to be
called Weird Wood 2 (although
I prefer the title Adventurer's
End). In this he has used every
trick in the book to make it
undoubtedly the ultimate game
to date.
Jim MacBrayne,
Pa id my re Crescent,
Newton M earns,
Glasgow.
4 Micro Adventurer February 1984
n
You Ve read the game . . .
now play f he book. . .
MY SECRET FILE
Program by Phil Nathans
Based on the best-selling Puffin book by John Astrop
A personal database for your darkest thoughts.
Do you have secrets you wouldn't even confide
to your closest friend? Let alone your family?
Do you have secrets about your friends and family
you wouldn't confide to anyone but yourself?
At last, you're no longer alone. My Secret File turns
your personal computer into a personal confidante. And to
keep your confidences confidential, it's even password protected -
because these days, you can't even trust your micro not to blab.
Trust no-one: file your friends before they file you.
Available for the : Commodore 64 isbn 946855 30 7 Spectrum 48K isbn 946855 35 8
BBC MiCrO B ISBN 946855 40 4
Book/cassette pack
I £9.95
Book/cassette pack
£9.95
THE UNORTHODOX ENGINEERS:
THE PEN AND THE DARK
^ Adventure game program by Keith Campbell
Based on the story by Colin Kapp
Colin Kapp created the classic SF stories about the
Unorthodox Engineers - and now you can try to
solve the mystery of the indestructible pillar of
darkness and the riddle of contra-energy in this
mind-bending text adventure game.
Reading Colin's story in this pack should help you. But once
you and your micro are locked into the problem, not even Colin
could get you out.
By special arrangement with an unspecified alien culture, Mosaic will let you
have the story along with the program - so at least you're in with a chance.
Please read the story carefully . . . because we'd like to release our Spring
SF bookware blockbuster (Harry Harrison's Stainless Steel Rat on micro for the
first time!) before you carelessly unleash contra-energy across the universe. Thank you.
Available for the: Spectrum 48K isbn 946855 15 3 BBC Micro B isbn 946855 20 x
Available from good bookshops and computer stores.
Published by Mosaic Publishing Ltd
Marketed by John Wiley & Sons Limited, Baffins Lane, Chichester, Sussex P019 1UD
BOOHUHRE
February 1984 Micro Adventurer 5
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Post to:- LEGEND (UK Mail Order) FREEPOST
1 Milton Road, Cambridge CB4 1UY
Please send me Copy/copies of
VALHALLA for the 48K Spectrum.
I enclose cheque/P.O. for £
(£14.95 each ind. VAT and P&P).
Or I wish to pay by Access/Barclaycard/Visa
Card No
Please print name and address
Name
Address
■ •«••.........••
<
Credit Card holder s signature 5
VALHALLA is supplied on a 48K Spectrum program cassette, with VALHALLA
player manual and presentation box. As VALHALLA uses the full 48K RAM,
microdrives and full-size printers are not supported. ZX printer optional.
VALHALLA is normally available from stock, and orders are despatched by
return. If, for any reason we are unable to fulfil your order within 14 days of
receipt, we will notify you.
VALHALLA cassettes carry an unconditional lifetime replacement guarantee.
TO ORDER: (UK Orders Only) Simply complete the coupon, and FREEPOST
with your cheque/P.O. made payable to LEGEND (UK Mail Order).
Credit Card Orders: By phone 9-5.30 Mon to Fri. stating name and address.
Card No. and item(s) required.
RETAILERS: Please contact your regular distributor or LEGEND (Trade
Distribution) at the address below.
LEGEND (UK Mail Order) FREEPOST
1 Milton Road, Cambridge CB4 1 UY
(0223) 312453
MOVISOFT OPERATING SYSTEM UNDER LICENCE
If you think you've
something
newsworthy, call
01 437 4343 and let us
know
Spectrum
favourites
converted
ARTIC have released four
adventure games for the
Commodore 64.
They are Planet of Death,
Inca Curse, Ship of Doom and
Espionage Island.
They are the first Artie
games released for the
Commodore. Previously they
were available only for the
Spectrum.
3 BBC B
games
CASTLE Frankenstein, The
Quest for the Holy Grail and
The Kingdom of Klein are
three adventures recently
launched by Epic Software for
the BBC B.
They are traditional text
adventures written in machine
code.
The games include full
sentence decoding, colour, fast
responses, scoring and game
save on tapes.
Each game includes puzzles
and about 230 locations.
JERICHO Road, an educa-
tional adventure for the
Spectrum 48K from Shards is a
first in many ways.
It was written by a church
minister, Peter Goodland,
from Seven Kings in East
London. And it aims to teach
history through a factual
representation of a biblical
story.
In the adventure, which is set
on two levels, the player must
find a way out of Israel along
the road to Jericho.
In the difficult version the
player must also solve a tricky
word puzzle before the game is
completed.
An inscribed pot with a
F RAZER Hubbard, the 1 5 year
old who cracked Hewson's
Quest Adventure, says that he
prefers to play adventures
rather than arcade games
because they are more inter-
est ing.
F r a z e r , who surprised
Hewson's by taking only six
weeks to solve the adventure
instead of six months, comes
from Goudhurst in Kent where
he is studying for his O levels.
A spokesman for Hewson's
said Quest Adventure would
usually take a long time to -solve
because it required lateral
thinking.
"Frazer had been in a car
accident and had the time to
persevere with the game. So he
solved it sooner than we would
strange but meaningless word
square is found. The player
visits people and places to find
an escape from Israel. He or
she is given clues and gradually
works out the solution.
Of course if you are familiar
with the biblical story it will be
a help in solving the adventure,
if not Shards have four pages
of crib sheets telling you how
the story evolved, the back-
ground of its characters and
places and clues to the game.
Shards emphasised that the
program did not preach but
that it was merely educational,
based on a biblical story.
The company plans to
launch another educational
have expected , ' ' the spokes-
man said.
"He's a real computer
fanatic. He practically did
program this month called
Mystery of the Java Star.
It concerns the raising of an
eighteenth century bark from
the depths of the South
Atlantic.
The program is aimed at the
11 to 16 year-old age group.
It requires a knowledge of
geography, the reading of com-
passes and grid map
references, and the ability to
solve jigsaw puzzles.
The four-part program is for
the Dragon 32. It begins in
England where the player must
find a map of the South
Atlantic directing him or her
to the place where the Java
Star sank.
The strategy game Empire,
from Shards, which was based
on a board game in which the
player attempts to conquer the
world, has been released for
the BBC.
It was previously available
only for the Dragon. The BBC
version costs £6.95.
nothing else while he was ill.
"He hopes to be a program-
mer when he finishes school,"
the spokesman said.
Teenager completes
program in record time
f razer Hubbard, right, and James Hull his cousin
£3,000 contest launched
MELBOURNE HOUSE, the
producers of The Hobbit, have
launched a competition with
£3000 in prizes to accompany
the release of a game designer,
Hurg.
It was designed to enable
Spectrum owners to develop
machine language arcade
games and graphics at a
professional standard.
A series of questions aids the
selection of features needed to
design a specific game.
If the shape required is a
man, monster, spaceship or
something more unusual, the
shape designer can be
instructed to produce it.
Any shape can be fully
animated to give on-screen
arcade quality.
Variations to the game may
be achieved by changing
individual features. You can
speed the game up, change the
scenery or make the monsters
more vicious. Dramatic sound
effects and score boards can be
added.
The games can be saved on
to a cassette and played later
using the game designer as the
control program next time.
Melbourne House will award
a prize for the best-designed
game, which used Hurg, that it
receives.
Details of the competition
are enclosed with each Hurg
package, which costs £14.95.
The game designer is available
from all leading retailers or by
mail order.
8 Micro Adventurer February 1984
Quill exceeds ex[
THE SUCCESS story of the
ZX micro fair held at the
Alexandra Palace was The
Quill.
Elated at the success of the
Gilsoft product Howard
Gilbert said The Quill was
selling better than he could
have hoped.
The Quill is an interpreter
program that can be used to
compile your own adventures
for the Spectrum 48K.
After writing their own
programs, Quill owners are
entitled to market their adven-
ture if they think someone will
buy it.
All Gilsoft ask is that they be
acknowledged at the beginning
of a progam based on The
Quill.
Howard believes that the
more adventures on the
market, the better the standard
of games.
"The Quill could improve
the adventure market enor-
mously rather than restrict it,"
Howard said.
One game already written
with The Quill is Denis through
the Drinking Glass.
Written by Roger Taylor,
also at the ZX Fair, the game is
in verse. The first location is
described as: "A cosy den at
An aid for
CBM 64
owners
INTERPOD, an inexpensive
interface from Oxford
Computer Systems, is designed
to relieve the dependence of the
user on the Commodore 64's
single disk drive.
According to Oxford
Computer Systems any
software that can be run on a
64 may be used with Interpod.
The Interpod is said to be an
aid for businesses that are
presently restricted by the
capabilities, operating speed
and facilities covered by the
Commodore range of 64
peripherals.
Interpod is a small black box
that will provide users with
both RS232 and IEEE inter-
faces.
Unlike other interfaces
Interpod does not use the
cartridge slot of the 64.
Number 10, safe from
Maggie's eye, where you can
plan your get away and drink
the cellar dry."
In the game the hero is Denis
Thatcher. His objective is to
get to a place called the Grave
Digger's Arms at all costs,
avoiding the watchful eye of
the prime minister.
On his journey, which covers
up to 95 locations, Denis meets
a variety of people, including
Ken Livingstone, Norman
Tebbit, Tony Benn and lan
Paisley.
He visits Sir Keith Joseph
and his monetarist dream
world and, carrying a lawn
mower and parachute, drops in
on the Pope.
It may be added, perhaps
unnecessarily, that the game is
an unabashed send up of
current political figures.
The author of the game, is a
politics graduate and amateur
dramatist.
Roger believes that there is a
market for his game among
people with a sense of humour
who are tired of zapping
several characters before
completing their quest.
Following the interest
expressed in Denis through the
Drinking Glass, with Roger
Howard Gilbert from Gilsoft at the
appearing on television ,
Gilsoft have released a series of
adventures all written using
The Quill.
Some available include The
Adventures of Barsac the
Dwarf, Diamond Trail, Magic
Castle and Fairground.
Roger's second game,
written also with the use of The
Quill, is a puzzle of logic and
was named after the mathe-
matician Archimedes.
The player is presented with
a rhyming riddle in each
location of Archimedes'
Screw.
The riddles must be solved
so that various objects can be
returned to their correct places.
micro fair
Roger said players should
find the games amusing and
difficult.
'They rely heavily on
general knowledge and lateral
thinking," he said.
"The structure of the
program when mapped looks
like an Archimedean screw,"
Roger said, hence the name.
Both games are available for
the Spectrum 48K.
The second ZX Fair success
story reflected the growing
popularity of the Currah
Speech Synthesier.
Priced at £29.95 the Level 9
stand had sold out of their
stock of 100 by noon on
Sunday.
Cricklewood wakes up
THE Cricklewood Incident is a
new Tansoft adventure due out
now.
Set in the London suburb of
Cricklewood, the player must
tackle tardy London buses,
nasty youths and Australian
tourists who will attack unless
placated with a can of Fosters.
The Cricklewood Incident
will be available for the One
also.
Your problem-solving abili-
ties will be tested in House of
Death, Tansoft's follow-up to
Zodiac.
Infocom releases
detective mystery
INFOCOM have released a
new game called Witness,
based on a detective mystery.
The Witness package
contains a detective's dossier
of clues, the National Detective
Gazette, a suicide note,
telegram, a matchbox and that
day's news events.
The game is set in February
1938 and concerns death of a
society matron. A con-man is
trying to frame the dead
woman's husband.
You, as the witness, work
from a clue-ridden police file
and against a 12-hour time
limit to solve the suspicious
society murder.
Clues hint that it is a sordid
family affair that may lead
everyone from the heiress to
the butler in prison.
It's up to the player to sort
through the clues, motives and
alibis in order to solve the
mystery.
The Witness is available for
£33.95 for the Apple and IBM
+ PC.
The £9.95 Oric game is set in
an old house where horror
films were once made.
The player searches for a
treasure among props, vam-
pires and a host of other
monsters.
The vampires could be a
hindrance in the treasure hunt,
in which case the player might
kill them providing the right
implements arc found, or they
may be a help. It's up to you to
offer them the right incentive.
Latest PSS
software
THE US-based software com-
pany PSS have released a new
adventure called (Crystals of
Zong for the Commodore 64.
A spokesman for PSS said
the game should prove as
popular as the PSS educational
games, such as Easy Tutor.
Krystals of Zong retails for
£7.95.1 I
February 1984 Micro Adventurer 9
land
your own
Planning a plot first will save you time and heartache when
writing the program, says Mike Grace in this extract from
''Commodore 64 adventures'9
MOST OF the books and articles on
programming will tell you that writing any
type of software should follow certain well-
defined paths and adventure games should
be no exception.
1 have found that despite the obvious
desire to sit down at the keyboard and start
programming right away this is one time
when the advice — think first — is vital.
1 know this is irksome — in fact the
attraction of the hardware is a fatal flaw in
my own programming — but unless you do
force yourself to work out the bulk of your
story on paper first all you'll achieve
(besides creating problems for later) is an
extra few weeks rewriting your program
again and again.
The story (or perhaps a better word
would be plot) is critical to both the success
of the game and the structure of the
program. In many ways the process of
creating a suitable adventure is similar to
the methods that film-makers use when
constructing a film (a concept I will return
to later), and I found this was the most
exciting stage in my program.
The basic theme
You need to both create the basic theme
(write the story in other words) and then
visualise it as though viewing it through the
eyes of your audience.
Part of the thrill of most adventure
games Tve played has been the feel of
participation of actually taking part in the
scenario, [fit is to be successful this must be
due to a combination of features which I
will summarise to set your mind to thinking
about them now — whilst starting to create
the beginnings of your story.
The success and satisfaction of your
game will depend on: your ability to use
words to create images of your story; the
depth and plausibility of your plot; the
imagination of the person playing the game.
With regard to the last point you don't
have any control over the skill and
imagination of potential players, but as it
appears that adventure players are often
fans of science fiction and fantasy then it
seems a reasonable assumption that they
will have a well-developed imagination —
so I think we can take point three for
granted. The other two features now take
on a more important role.
Adventure games still tend in many cases
to follow the style of the original versions
created for mainframe computers or the
well-known Scott Adams games — they
have a bias towards the dungeons and
dragons, science fiction, fantasy or horror
theme.
A quick scan of any magazine will throw
up a variety of titles such as Mysterious
Castle, Dracula's Lair, Island of Doom,
Tale of the Dragon, and many more. Of
course you don't have to follow this trend
and there are several games with a totally
different storyline, (escaping from an
asylum, looking for the right husband/
wife, attempting to slip out for a night on
the town) which add a welcome touch of
originality for the hardened player.
Main characters
I read once there are no original plots for
stores — only different variations. Of
course it's true, but Star Wars is a perfect
demonstration of the ability to take a
simple plot and transform it into a smash
hit.
In all our stories we need some type of
.quest or goal to be achieved (find treasure,
rescue a princess, escape from a dangerous
situation, discover the meaning of a
puzzle). We need a recognisable hero or
heroine (in the adventure game the player
takes on that role) and usually a villain or
some other conflict for our main
characters.
When I wrote my own story I used the
following steps:
1 . Select the environment (eg fantasy,
horror, sf).
2. Choose a quest or goal (eg find treasure,
escape from a wizard).
3. Decide on the role of the hero/heroine.
4. Select the main characters (eg wizard,
vampire, countess).
5. Write a synopsis of the story.
6. Draw a simplified map with a few basic
locations.
7. Storyboard the plot.
Nostalgia of youth
It may sound as though there is a lot of
hard work before even touching the
keyboard, but many of the steps in writing
your story will follow so naturally that it
becomes a fascinating and challenging goal
in itself. And short-circuiting this step will
either produce extra work later or result in
an unsatisfactory product in the end.
The traditional type of adventure game,
which borrows heavily on the fantasy world
of Tolkien and related writers, abounds
with elves, dragons, sorcerors, castles
dripping with magic and mystery and
similar things.
Perhaps it really is the nostalgia of the
fairy-tales of our youth that partly explains
this popularity — perhaps a deeper reason,
but for the budding adventurer the range of
possibilities opened by selecting this
environment adds a zest and originality less-
likely in the more mundane world. After all
— anything is possible in your story.
Immediate ideas
Sword and sorcery is a branch of this
type of environment which substitutes the
more magical aspects for violence. In this
genre (typified by the writings of Robert E
Howard and his splendid hero Conan) the
world is a dark and savage place where
spells and sorcery are real and your prowess
with the sword is your only real asset.
There are plenty of other situations you
can use as I have mentioned, the detective
solving the crime, the innocent caught up in
the world of espionage, the castaway on a
desert island. You only need to look at the
programmes on the television, the books in
the fiction section at your library or the
films being shown at your local cinema to
find immediate ideas for your story. And,
of course, there is science fiction .
I've left science fiction until now because
this is the environment I chose for my
adventure — Nightmare Planet. Purist SF
fans would probably argue that Nightmare
Planet is more space opera than true SF,
but for the sake of simplicity I regard all
stories with a background of time and space
as science fiction.
Again possibilities are pretty extensive,
time travel to rescue the good doctor who
has been flung into the far future by his
premature tamperings with a time machine,
battles against the aliens planning to invade
the earth, searching a post-nuclear planet
for life after the holocaust. It was into this
type of general environment that I decided
to place my story.
One goal
The whole idea of adventure is to solve a
puzzle, find an answer, achieve a goal — so
the main consideration from the start must
be to decide what your own goal will be.
When I first began to work out
Nightmare Planet I had only one goal — to
rescue the Princess Aurora. As the story
expanded during the programming stage 1
added a second goal — to find the energy
crystal and bring it back to the spaceship.
This added to the difficulty of the game
and extended the scope of the adventure
quite considerably but was not really an
essential part of the original story. Thus,
despite the importance of choosing your
goal, it is possible to amend it later or as I
did — add to it.
Don't be tempted to start to work out
fine detail at this stage. For example,
suppose you have decided to make your
goal FIND THE TREASURE inside the
Castle of Doom. As your imagination
10 Micro Adventurer February 1984
LOCATION: By the shores of a lake.
WHAT SHALL WE DO NOW?
Dive
CAN'T DO THAT. . . . . . YET!
WHAT SHALL WE DO NOW
Swim
O.K
You bob silently on the top of the water, looking down at the glinting
metal object on the bed of the lake. It is another blaster from the
spaceship.
WHAT SHALL WE DO NOW?
Dive
O.K
A giant monster eel attacks you, appearing as if from nowhere
WHAT SHALL WE DO NOW?
Fire blaster.
IMPOSSIBLE — it is too damp
WHAT SHALL WE DO NOW?
Kill monster
I DON'T KNOW WHAT 'MONSTER' IS
WHAT SHALL WE DO NOW?
Kill eel
Location: Inside your Spaceship.
You awaken with a throbbing head amidst the wreckage of the
contents of your cabin. As you stagger to your feet suddenly the
memory of your spaceship losing control comes back to you.
Your mission — to deliver the beautiful Princess Aurora to the
Planet Thoth, where she is to be married to the ruler Zorn-Ramok, a
cruel man who sees the union in terms of its polictical value.
Your problem — you have fallen in love with the Princess and,
unknown to her, guided your ship into the lonely outposts of the
Galaxy in an attempt to persuade her to forget her promise to marry
Zorn-Ramok and escape with you.
But fate has played a hand in your plans, for your ship was damaged
by a sudden ion storm and it was all you could do to steer for an
uncharted planet in the outer limits of the known Galaxy and attempt
a landing
Now you recover amidst the damage of your battered spaceship.
Around you lie the contents of your locker, your spacesuit, galaxy
charts, your blaster, and the signs of an obvious struggle. But Aurora
has gone.
Your airlock is registering that it has been opened from the outside
then resealed. Your only blessing is that Proteus, your personal
robot, is undamaged and can aid you in your search for Aurora.
WHAT SHALL WE DO NOW?
begins to work out the story you also start
thinking of whether to add a score to the
game, adding 10 points for every item of
treasure.
While your mind is thinking of this you
could become diverted into adding the
concept of subtracting points for various
problems encountered which your player
hasn't solved in a particular time limit.
From this you may decide that you will
need a display of the score on the screen all
the time — so you sit down in front of your
micro and begin to work out the graphics of"
your scoreboard . . .
The esscence of good storywriting at this
stage is simplicity. The frills will come later
once you begin to program.
Fantasy hero
Next you have to decide on the role of the
hero. This — quite simply — places the
player into the scenario. As involvement in
the adventure is the key to good playing you
need to make your potential player feel as if
he is the hero.
Your player acts as himself thrown into
the fantasy world, or your player takes on
the role of the fantasy hero.
I don't think it matters too much which
you decide — as long as you make it clear
right from the start of the game. In my own
case I wanted the hero to be the pilot of a
battered but reliable spaceship (shades of
Han Solo) who made his living as a freight-
operator.
Of course the other characters in the plot
will depend on the story you are writing, so
this stage should really be considered at the
same time as creating the actual story itself.
But as most of these stages are slightly
artificial . . . (what really happens is that as
you think of your story you will auto-
matically be thinking of the hero, the
location, the villain) it is easier to have some
kind of structure which ensures that you
don't leave anything out.
The main characters must be accom-
plices, people to rescue, villains, and
assorted types to add local colour or act as
red herrings or clue-givers. Nightmare
Planet is fairly lacking in characters because
of its location — an alien planet which
contains various perils rather than villains
— so the only other real character is the
Princess Aurora.
While 1 have not done so for the purpose
of this book, it would be a simple matter to
include a prompt at the beginning of the
game asking if the player is male or female.
Upon receiving the appropriate response
the game would then set various variables
so that the princess could become a prince
and the player become a female space pilot.
Ideas can occur at the strangest of times,
often in the-bath, late at night, or as in may
case on the train.
As I rattled down from Manchester to
London one dull morning the whole plot
came to me quite unexpectedly and quickly,
and I scribbled it down there and then.
This formed the synopsis — which
remained the same in basic content
throughout the creation and programming
of the whole game.
Plot thickens
My synopsis was as follows: you are the
pilot of a spaceship on a mission to deliver
the beautiful Princess Aurora to the planet
Zen where she is to be married to the tyrant
ruler. You have fallen in love with Aurora
but dare not tell her.
A sudden power failure or meteor storm
causes you to crash on a strange, uncharted
planet. You successfully land your ship but
black out during the crash.
When you awaken you discover the ship
has been entered from outside the princess
has been captured. You have to set out and
rescue her.
The atmosphere on the planet is
poisonous so you are forced to wear your
spacesuit at first, but along the way you
chance upon an alien plant with strange
fruit which (when eaten) allows you to
breath the air safely.
You cross a vast desert to a ruined city in
your travels, but all you find there is a giant
snake which attacks you.
You eventually come to a huge forest and
continue your search. You become lost, and
after some time climb a tree to see where
you are.
Happy ending
To the south you see smoke curling in the
air — life of some sort. On the way to the
area you are attacked by a dinosaur,
obviously the planet has not developed very
far along the evolutionary trail yet, and
eventually you find a village of mud huts
belonging to the natives who inhabit this
part of the land.
You have found Aurora who is con-
sidered by the natives to be a goddess. They
threaten you when you try to take her away
— and it is only when you kiss her and show
them you are her intended mate that they
will let you both escape.
On the way back to your ship you
discover that Aurora really loved you all
along (there was obviously magic in your
kiss!!) and you fly away together to a
blissful future at the edge of the galaxy.
It may not be great literature but the
essence of my plot is all there. As I began
developing the story I added refinements
and improvements along the way but
surprisingly little. [>
February 1984 Micro Adventurer 11
<OYou need some idea of the geographical
relationship of the various locations in your
adventure to help you avoid making mis-
takes in your planning later on. I found this
was simpler if 1 just drew a very basic map
which placed the various locations into 'real
space' rather than attempting to fit them
into a grid.
The discipline of drawing this map is a
great help in developing the story, for as I
began to think of the objects and perils I
would start to place in specific locations so I
found the skeleton of my original plot
developing layers of clothing.
Having drawn the initial map and given
some thought to the plot the next stage is to
start to storyboard your adventure.
Essentially I'm a visual person. 1 love
films, I prefer illustrated stories to prose
(that means comics) and when it comes to
writing I tend to see the finished product in
my mind's eye before 1 put finger to
keyboard. So it was natural for me to begin
to write my adventure by using a technique
of story-boarding similar to the process a
director will often use when planning out a
film in the early stages.
Storyboarding
A storyboard is just a collection of visual
images portraying the story on a collection
of boards — a strip cartoon of the film in
other words. Obviously writing a computer
program relying heavily on text is not the
same as shooting an epic, but if I was to use
a similar principle then what 1 wanted was
to see first what the player would see on his
computer screen.
I needed to imagine the layout of text on
the screen and to picture some of the
possible responses of my potential player so
1 could begin to think about the framework
of my plot.
At first this technique may seem a bit of a
time-waster — after all who wants to sit
around writing imaginary responses to
"WHAT SHALL I DO NOW?" on bits of
paper when there's a keyboard to play with
but in my own case 1 found this part of my
construction extremely valuable.
Developing ideas
I suspect it was because I was able to
begin to 'thought-launder'. This means that
1 was forced (by the act of writing down
various ideas and replies) to think much
more deeply about both my plot and also
my locations. I began to get ideas which
would serve me in good stead later.
A simple example is the personal robot
Proteus who has survived the crash and as it
says on the screen published with this
article, "... can aid you in your search for
Aurora."
I first hatched the idea of having a little
robot who would be around to come in with
a comic comment or quip on this screen —
my first storyboard.
This idea would change and develop, to
become Victor the robot who drops down
from the top of the screen at various
moments throughout the game. I wonder if
I'd have thought of Victor if I hadn't spent
the time thinking and writing up this first
screen back at the beginning?
The two other screens are just further
locations, again to show how I was
planning out my plot.
The last screen is one of the many I
made up as I went through my story —
trying to imagine I was keying in the
appropriate responses to the messages from
the computer. When I came to the actual
programming of this sequence I was already
fairly certain of what I wanted — and
although I changed a few ideas around
slightly the essence remains in the final
version of Nightmare Planet.
Writing the plot may be the hardest part
of writing your own Adventure and perhaps
the most frustrating for keen programmers.
But I have a feeling that adventurers are
imaginative and creative people who will
find that once the idea of a plot-line has
crept into their mind it'll be hard to shake
it. Once this happens then the only way to
escape is to write — to transfer the toughts
to paper and then to computer.
1 hope my introduction to the actual act
of transferring that idea, that concept that
will make your adventure unique and
workable and will save you time and
heartache later.
I have spent some time on it because all
the books and articles I had read on pro-
gramming adventures concentrate on the
technical expertise of programming and tend
to skip the hard part — the creation. 1
off to ADVENTURE
Create and solve ADVENTURE
programs on your Spectrum,
Commodore 64, Dragon, Oric or
BBC Micro.
CREATING ADVENTURES ON
YOUR ZX SPECTRUM -
Peter Shaw and James Mortleman.
Create and solve Adventure
programs on the Spectrum with
this exciting new book which
includes five complete major
programs, plus chapter after
chapter of hints and tips to help you
write your own programs. Chapter
headings include Creating Locations; Picking Things Up;
Monsters; Adding Graphics; and Adding to the
Vocabulary. Just £4.95 and you're up and away.
CREATING ADVENTURE PROGRAMS ON YOUR
COMPUTER — Andrew Nelson. If your computer uses
a version of Microsoft BASIC, then this book is for you.
It contains three complete Adventure programs, along
with extensive documentation to help you create and
solve Adventures. Suitable for use with the Commodore
64, Dragon, Oric, BBC Micro, Sirius, IBM PC and
Apple, you'll find this book an
easy - to - understand
primer on Adventure creation.
The full-length programs
include WEREWOLVES AND
WANDERER and THE AFTERMATH
OF THE ASIMOVIAN DISASTER.
This book is just £4.95
I
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Interface Publications, 9- 1 1 Kensington High Street, London W8 5NP.
Please send me the following books. I enclose £
□ Creating ADVENTURES on your ZX Spectrum
Shaw/Mortleman — 4.95
□ Creating ADVENTURE programs on your Computer
Andrew Nelson — £4.95
Name:
Address:
INTERFACE
PUBLICATIONS
Computer and book trade supplied by The Computer Bookshop,
30 Lincoln Road, Olton, Birmingham B27 6PA (02 1 707 7544, telex 33436 1 )
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12 Micro Adventurer February 1984
Graphics span
the "
Tony James looks at a sub-routine that enables the printing
of an unlimited number of User Defined Graphics
ON THE SPECTRUM the User Defined
Graphics are kept at the top of the memory,
above RAMTOP. By POKEing this part of
the memory it is possible to define up to 21
characters, which can then be used in
PRINT statements in Basic programs.
The following sub-routine will permit any
number of UD graphics to be printed. It
can be used in any Basic program, but for
demonstration purposes assume that an
adventure program is being written, that
the program requires the graphic
representation of 16 monsters, each using
four graphic characters, 16 weapons of one
character each and an odd nine graphics
each requiring a single character. A total of
iO REM ************
20 REM ** LOADER **
30 REM ************
40 CLEAR 64823
50 LOAD "UBG89" CODE
60 LOAD "TEST"
SAME "UDG TEST" LINE 10
/ isling I: key in the louder
10 REN **************
20 REH *♦ MOUE UDG **
30 REH **************
40 CLEAR 64823
50 LOAD "Ul" 64824*160
60 LOAD "U2" 64984*160
70 LOAD 'U3" 65144,160
80 LOAD "U4" 65304,160
90 LOAD 'U5" 65464,72
100 CLS
110 PRINT "LOADED READY TO SflUE"
120 PAUSE 0
130 CLS
140 SAME 'UDG89' CODE 64824,712
150 PRINT 'ANY KEY TO M€RIFY"
160 PAUSE 0
170 CLS
180 UERIFY "UDG89" CODE 64824,712
190 PRINT"0K'
89 UD graphics in all. Their names are
listed below.
Two blank C 15 cassette tapes and the
HORIZONS tape will be needed. Mark the
blank tapes one and two. Tape one will
store the final demonstration program
consisting of three chained parts.
The first will be a simple Basic loader,
setting RAMTOP to a new value and
loading the other two parts. The second
part will be the 89 UD graphics in code and
the third part will consist of the sub-
routine, together with a test routine to
demonstrate it works. Tape two will be a
working tape to store code temporarily.
Four squares
The first requirement is to key in the
program Loader (Listing 1). It is very short
and should present no problem. Line 40 sets
RAMTOP to 64823, protecting the 89 UD
graphics. This should be saved on tape one
by (he command SAVE "UDG TEST"
LINE 10. It must auto-run. After
verification permit the tape to run on for a
few seconds then stop it. Do not rewind it.
Put tape one to one side.
The 89 UD graphics will occupy the top
172 addresses from 64824 to 65535. For
clarity number these graphics Gl to G89.
When they have been loaded into the
memory, the memory map will look like
figure 1 .
The four graphic squares for the
monsters will represent a monster's left top,
right top, left bottom and right bottom.
Together with the weapons they will have to
be entered into the memory in a set running
order, keeping the odd nine to the end of
the run so that Gl will represent the living
skeleton's left top G2 the living skeleton's
right top G3 the living skeleton's left
bottom G4 the living skeleton's right
bottom G5 the spade G6 the mummy's left
top and so on, running through all the
monsters and weapons in turn. The odd
nine graphics follow ending with G88.
the table sets out the running order for all
the graphics from Gl to G89. The char-
acters must now be constructed and
defined. Use squared paper to draw the
graphics first by filling in the squares on a
16x16 grid in the case of the monsters and
an 8 x 8 grid in the case of the weapons and
the odd nine.
When satisfied with the result, LOAD the
program characters from the HORIZON
tape. Using this program and with the help
of the drawings, construct graphics Gl to
G20 (monsters and weapons 1 to 4),
defining them as graphic A to graphic T.
Save these on tape two as 'ul'. Now
repeat the process for G21 to G40 (monsters
and weapons 5 to 8) saving them on tape
two as 'u2', after 'ul'. Repeat the process
for G41 to G60 and G61 to G80, saving
them as 'u3' and 'u4'. The odd nine, G81 to
G89 should be defined as graphic A to
graphic I and saved as 'u5'. On tape two
should now be five blocks of UD graphics
saved as 'ul', 'u2', 'u3', 'u4' and 'u5\ in
the correct running order from Gl to G89.
They must now be LOADed into the
memory in their proper addresses. Program
"MOVE UDG" (Listing 2) will do this. To
delete the characters, program switch the
computer off and on at the main. Now you
can key "MOVE UDG". Line 40 sets t>
/ isling 2; the graphics arc loaded into the
memory
THE ODD NINE
LET A=
GRAPHIC
CHARACTER
WIZARD'S LEFT HAND
G81
16
»F'
WIZARD'S RIGHT HAND
G82
16
'G'
NAP (ENPTY CAVE)
G83
16
' H'
HAP (TREASURE)
G84
16
'I'
HALL
G85
16
'J'
PLAYER
G86
16
' K'
STAIRS
G87
16
'L'
HEALING HELL
G88
16
' M'
FIERY PIT
G89
16
' N'
The odd nine graphics which should he entered into memory in a set running ordei
V
6U832
V
V
V
G1
G2
G3
_
—
A
61*823
( RAMTOP)
A
6^831
A
6!i»39
A
6U8U7
Figure I shows what the memory map should look like offer the graphics have been loaded
February 1984 Micro Adventurer 13
<] RAMTOP to protect your graphics.
RUN the program and having rewound
tape two to the beginning, depress the play
key on the cassette player.
LINES 50 to LINE 90 will LOAD each of
the five blocks into that part of the
computer's memory where we wish to store
them. The prompt on LINE 110 confirms
that all is well. The remainder of the
program is a SAVE and VERIFY routine.
Larger program
With tape one in the cassette player set it
to record and the depression of any key on
the keyboard will SAVE the 89 UD graphics
as code. At this stage tape one should
contain the Basic Loader SAVEd as
"UDG TEST" LINE 10 followed by the
UD graphics SAVEd as "UDG89" CODE.
Rewind the tape to the beginning and any
key on the keyboard will VERIFY
"UDG89" CODE. Again permit the tape
to wind on a few seconds before stopping.
The sub-routine, to enable all these
graphics to be PRINTed, must now be
examined. It is anticipated that the routine
would form part of a much larger Basic
program. Before the routine is called, a
variable called A must be set with a value
between one and 16, corresponding to the
specified monster or weapon.
The routine is called "SET UDG" and is
shown in Listing 3. It would be called in any
program by the statement GOSUB 40. In
LINES 70 and 80 addresses 23675 and
23676 hold a systems variable called UDG
which points to the address holding the first
byte of graphic A. To make UDG point to
address 64824 (the first byte of Gl) so that
graphic A matches up with Gl, it is
necessary to POKE 23675,56 and POKE
23676,253. (See page 175 of the Spectrum
Manual).
If, after NEWing, you enter these two
direct commands, you will find that key
graphic A will PRINT the Living Skeleton's
left top, graphic B the right top, graphic C
the left bottom and graphic D the right
bottom.
By using PRINT AT statements you can
now display the monster anywhere on the
screen. To use the same keys to PRINT the
corresponding anatomy of the next
monster, the mummy, UDG must point 40
bytes further along the memory. The
statement POKE 23675,56 + 40* (a—)
will work for the lower values of A. But if
10 REH *************
20 REH ** SET UDG **
30 REM *************
40 LET B=56+40*(fl-l)
50 LET C=253
60 IF B>255 THEN LET
70 POKE 23675»B
80 POKE 23676iC
SO RETURN
C=C+i:LET B=B-256:G0T0 60
/ town 3: the SET UFXi routine
100 REN **********
110 REN ** TEST **
120 REN **********
130 CLS
140 INPUT 'INPUT ft (1-16)"5 LINE A*
150 IF ftt="" THEN GOTO 140
160 IF fl*="KB OR fl$="L" THEN GOTO 270
170 IF LEN fl$>2 THEN GOTO 140
180 FOR D=l TO LEN HI
190 IF A*<B><"0' OR fl$(B)>"9" THEN GOTO
140
200 NEXT B
210 LET fl=UflL fl*
220 IF ft<l OR fl>16 THEN GOTO 140
230 GOSUB 40
240 PRINP'AfTAB 75"AB'5TAB 215 "E'fTflB
75 "CD"
250 IF A=16 THEN PRINT' 1 TAB 75 "FG H I J
K L H N"
260 GOTO 140
270, LIST
SAUE "TEST" LINE 130
/ istinft 4: key in lines 1(H) to 270 of the routine
the value to be POKEd into 23675 exceeds
255, 1 must be added to the value to be
POKEd into 23676 while 256 is subtracted
from the value POKEd into 23675.
Various inputs
LINE 60 takes care of this. There is a
GOTO statement at the end of this line
which returns you to the beginning of the
line. For higher values of A the program
must run through this line twice. While
graphic E will PRINT the 16 weapons by
setting the variable A to the corresponding
weapon number (see the table), by setting A
to equal 16 the odd line (G8I-G89) can be
PRINTed using graphic keys F to I.
After entering the sub-routine, key in
LINES 100 to 270 of the routine called
TEST (Listing 4), so that they follow on.
LINE 140 invites the INPUT of a value for
the variable A. At this stage INPUTting k
or I will cause the program to jump to
LINE270and LIST. LINES 150 and 170 to
220 are error traps and will return the
program to LINE 140 for various erroneous
inputs.
LINE 230 calls the SET UDG sub-
routine and LINES 240 and 250 PRINT the
results.
This should now be SAVEd on tape one
after 'udg89' CODE by entering as a direct
command, SAVE "TEST" LINE 130. The
sub-routine can now be tested. To make the
test fair RANDOMIZE USR 0 and LOAD
tape one in its entirety.
The advantage of this routine lies in the
saving of program length and the speed up
of operation.
MONSTER
LIVING SKELETON
MUMMY
DEMON
ZOMBIE
FIRE ELEMENTAL
VAMPIRE
MIND VAMPIRE
WRAITH
DRAGON
WEREWOLF
CYCLOPS
SANDMAN
HARPIE
GIANT SERPENT
BALROG
LICH
LT
Gl
G6
Gil
GI6
G2I
G26
G3I
G36
G4I
G46
G51
G56
G61
G66
G7I
G76
RT
G2
G7
G12
G17
G22
G27
G32
G37
G42
G47
G52
G57
G62
G67
G72
G77
LB
G3
G8
GI3
GI8
G23
G28
G33
G38
G43
G48
G53
G58
G63
G68
G73
G78
RB
G4
G9
GI4
G19
G24
G29
G34
G39
G44
G49
G54
G59
G64
G69
G74
G79
WEAPON
SPADE
FIRE WHIP
SWORD
SILVER SWORD
SILVER STAFF
SAINTLY STAFF
TALISMAN
CROSS
SHIELD
TORCH
INVISIBLE CLOAK
CLUB
HOLY WATER
BOW AND ARROWS
MAGIC SHIELD
EMPTY BOTTLE
LET A
G5
1
GIO
2
GI5
3
G20
4
G25
5
G30
6
G35
7
G40
8
G45
9
G50
10
G55
II
G60
12
G65
13
G70
14
G75
15
G80
16
•E"
14 Micro Adventurer February 1984
OPERATION
GREMLIN . . .
A very different game that
combines the intrigue of
adventure with the real time,
machine code speed of arcade
action. The player must
control not one, but EIGHT
different troopers , each with
their own character status, in
the search for the weapons
that will destroy THE GREMLINS
DRAGON
TREK
Dragon Trek is a new
implementation of a
classic game, taking
full advantage of the
Dragons hi-res
graphics and sound
capabilities. Your
starship's impressive
armament is
comprised of high
energy Photon
Torpedoes and
Phasers. Both long
and short range
scanners (in full
graphics) enable you
to track the Klingons
and your onboard
computer will give
you extra tactical
facilities. As
commander you will
have to use strategy
and cunning to outwit
the enemy.
THE RING
OF DARKNESS
BRITAIN'S No. 1
ADVENTURE GAME
FOR THE DRAGON 32
IS NOW AVAILABLE FOR
THE 48K SPECTRUM AND ORIC
THE RING OF DARKNESS is a complete
role playing adventure in hi-res
graphics, featuring a detailed land
filled with towns, 3D dungeons, forests
and seas, and populated by kings,
princesses , evil rangers and other
strange creatures. All versions are
identical with respect to the
adventure. The Oric version is
recorded in fast mode only. Many
hours of mystery and suspense
await you in your quest to find
The Ring Of Darkness.
ORDER WITH CONFIDENCE:
All titles in stock are
dispatched by return of post.
SEND SAE FOR OUR FREE
CATALOGUE.
Selected titles are also
available from good software
outlets and from Boots.
t
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Is
1
4
5§
I
Complete this order form and post it to: WINTERSOFT,
Dept. DU , 30 Uplands Park Rd. , Enfield, Middx., EN2 7PT.
DRAGON 32
The Ring Of Darkness £9.95
Dragon Trek £6.95
Pepper's Game Pack £6.95
Artist's Designer £6.95
ORIC-1 4BK
The Ring Of Darkness £9.95
Operation Gremlin £6.95
SPECTRUM 48K
The Ring Of Darkness £9.95
I enclose my cheque/PO for £
NAME
ADDRESS
All prices Include p&p, VAT and the WINTERSOFT guarantee of quality and reliability
WINTERSOFT, 30, Uplands Park Road,
Enfield , Middlesex EN2 7PT.
DEALER ENQUIRIES WELCOME 01-367 5720
The ultimate adventure
for the Dragon 32
An epic three part journey, taking up over 90K of memory. Packed with
features, this is the ideal family entertainment. Solve the mystery of the diary
before time runs out! You start in the serene English countryside, then travel
through the bustling London streets, to further adventures in France,
Germany, Italy and Turkey with a thrilling climax in Israel. The most compre-
hensive adventure yet for the Dragon. With hi-res graphics and text.
ONLY £7.95 from all good software retailers or send cheque/PO to us at:
SHARDS SOFTWARE
189 Eton Road, llford, Essex IG1 2UR
illiill
mmm^mm
mmmmm
x-x
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W
m
wmm
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is
i
•X*
38
Adventure, strategy and war games galore! We offer an unrivalled selection
for many makes of home computer and a full range of other software for
home and business users alike. You name it ... we can provide it!
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ATARI
□Adventure Quest LEV9 9.50 C lAdventureland ADIN d29 00
14.50 IBIade of Blackpoole SRSS d27.50 GCastle
Wolfenstein MUSE d21 .50 DColossal Adventure LEV9 9.50
□Conflict MART 14.75 n Cranston Manor SOL d14.50
□Crush Crumble Chomp EPYX (J21.50 21.50 UCurse of Ra
EPYX 13.50 ; Dark Crystal SOL d27.50 QOeadline INFO
d34 50 □Dungeon Adventure LEV9 9.50 Empire of the
Overmind AHGC d25.00 22.00 I Enchanter INFO d37 95
□Galaxy Conflict MART 14.75 [^Gateway to Apshai EPYX
r26 00 IGhost Town ADIN d29 00 14 50 Golden Voyage
ADIN d29.00 14.50 ! Gruds in Space SRSS d27 50 llnfidel
INFO d37.50 DLords of Darma AHGC 14.50 [ IMission
Impossible ADIN d29.00 14 50 Mission Asteroid SOL
d14.50 IMystery Fun House ADIN d29.00 14.50
□0'Riley's Mine DSFT d21 .50 21 50 I Pirate's Adventure
ADIN d29.00 14.50 I Pyramid of Doom ADIN d29.00 14.50
□Roman Empire MCLO 12.50 TJSavage Island 1, 2 ADIN
d29.00 14.50 I Snooper Troops: Casel SPNK d28 00
□Snooper Troops: Case2 SPNK d28.00 [ Snowball LEV9
9.50 Spy Strikes Back PENG d14.30 ! Spy's Demise
PENG 15.95 ^Starcross INFO d29.00 Strange Odyssey
ADIN d29.00 14.50 ; Suspend INFO d35.00 I Temple of
Apshai EPYX d29.00 t The Adventure of Proto EDUC d17.95
17.95 I IThe Count ADIN d29.00 14.50 ; Upper Reaches of
Apshai APYX d13 50 13.50 IVoodoo Castle ADIN d29.00
14.50: Witness INFO d35. 00 IWizard of War ROCK r29.95
Zork I, II, III INFO d29 .00
BBC
Adventure Quest LEV9 9.50 Arrow of Death I, II CB 9.95
Battlezone 2000 MCLD 6 95 JCastle of Riddles ACRN
9.95 r Circus DGTL 9.95 I Colossal Adventure LEV9 9.50
Conflict MART 14.75 I Countdown to Doom ACRN 9.95
Dictator DKTR 6.95 Dragonquest BYTE 11 50 Dragon
Adventure LEV9 9.50 t lEscape from Pulsar7 DGTL 9.95
□ Feasibility Experiment DGTL 9 95 Galaxy Conflict MART
14.75 ::johnny Reb MCLO 6 95 Kingdom of Hamil ACRN
9.95 Old Father Time BYTE 9 50 I Paras MCLD 6.95
Perseus and Andromeda DGTL 9 95 Pharaoh's Tomb
A&FS 7 99 [ Philosapher's Quest ACRN 9 95 Roman
Empire MCLD 6.95 I Snowball LEV9 9.50 MSpace Kingdom
SFA 7.95 Sphinx Adventure ACRN 9.95 Ten Little
Indians DGTL 9.95 I The Hobbit MELH 14 50 The Golden
Baton DGTL 9 95 The Time Machine DGTL 9.95 I The
Wizard Akyrz DGTL 9.95 I Time Traveller SULI 7.95
□Tower of Altos A&FS 6.90
COMMODORE 64
□Adventure Quest LEV9 9.50 I Alice In Wonderland ADGC
d27 50 r JArrow of Death 1, 11 C8 9.95 Aztec Tomb AGTA
7.75 Blade of Blackpoole SRSS (J27.50 [ Circus C8 9.95
Colossal Adventure LEV9 9.50 I Conflict MART 14 75
□ Cosmic Capers SSFT d10 00 7 50 Xrush Crumble
Chomp EPYX d21 .50 I ! Curse of Ra EPYX 13.50 ! Deadline
INFO d34 50 Dungeon Adventure LEV9 9 50 Enchanter
INFO d37 95 Escape from Pulsar7 C8 9 95 I Feasibility
Exit C8 9.95 L JFool's Gold ROMK 6.75 Forbidden Forest
COSM 11.95 Galaxy Conflict MART 14.75 Gateway to*
Apshai EPYX r26 00 : Goblin Towers DDGY d10.50 9.00
□Golden Baton C8 9 95 JGruds in Space SRSS d27 50
□High Flyer CBMS d14 95 nin Search of the Most Amazing
Thing SPNK d21.50 ! llnfidel INFO d37 50 r Knights of the
Desert STSI d29.00 29.00 I Midway Campaign AHGC 1 1 50
□0'Rileys Mine DSFT <J21 50 21 50 ! Perseus & Adromeda
C8 9.95 : Planetfall INFO d35.00 [ Ring of Power 0UIK 9.95
□Ship of the Line SHEP 6 50 i Snooper Troops: Casel
SPNK d28.00 I Snooper Troops: Case2 SPNK d28.00
□ Snowball LEV9 9.50 HStarcross INFO d29.00
□Suspended INFO d36 00 I ISword of Fargoal EPYX d20.50
20 50 I ITelengard AHGC 16.50 [JTemple of Apshai EPYX
r20 50 20.50 7 Ten Little Indians C8 9.95 I :The Cracks of
Fire SSFT dIO.OO 7.50 I IThe Hobbit MELH 14 50 DIN
Island SPRB 9.75 I IThe Streets of London SSFT d10.50 9.00
□Time Machine C8 9 95 I Token of Ghall INTM 6.75
□Tombs of Xeiops ROMK 6 75 . Upper Reaches of Apshai
EPYX d13 50 13 50 T Witness INFO d35.00 Wizard of
Akyrz C8 9 95 Zork I, II, III INFO d29.00
VIC 20
(minimum expansion required: * 3K ** 8K *** 16K or E)
Adventureland CBM d9.99 I Animal Magic ROMK
5 99 ; Curse of the Werewolf (E) TERM 9.95 Dark
Dungeons {***) ANRG 5 95 F Dracula + Last in the Dark
ANRG 5.95 Dlnto the Labyrinth ABCS 5.99 Magic Mirror
(E TERM 9.95 C Mission Impossible CBM 9.99 LNosferatu
(**) TERM 9.95 : Pharoah's Tomb ('") ANRG 5.95
Pirate Cove CBM 9 99 HRescue from the Castle Dread (E)
TERM 9 95 Strategic Advance (E) CBM 9.99 ( ISword of
Hrakel (*) ROMK 5.99 The Count CBM 9 99 The
Dungeons (***) ANRG 5.95 I The Golden Apples (**) ROMK
4.99 l The Wizard and Princess MELH 5.95 i Tomb of
Drewan (E) ADGC 12.95 DTrader QUIK 14.95 Voodoo
Castle CBM 9.99 I IZak s Kingdom (***) ANRG 5.95
□Zorgon's Kingdom (*#) ROMK 6 99
DRAGON
Alien Odyssey BMBY 9.95 I IBIack Sanctum DD 7.95
□Calisto Island DD 7.95 i Castle Adventure VIRG 6.95
Conflict MART 14.75 L Deadwood A&FS 6 90
□ Deadwood A&FS 6.90 I Dragon Mountain DD 7.95 DEI
Diablero DD 7.95 [Escape MIDL 8.00 Final Countdown DD
7.95 □ Galaxy Conflict MART 14.75 □Golden Apples BMBY
5 95 Into the Labyrinth ABCS 5 99: Jerusalem Adventure
MIDL 8.00 nKeys of Roth CORE 6.95 [ Keys of the Wizard
MIDL 8.00 i Madness and the Minotaur DD 7.95 I Mansion
of Doom Dd 7.95 DMansion Adventurel MIDL 8.00
; Pelopannesian War MCLO 6.95 Pettigrews Diary (3-part)
SHRD 7.95 I Phantom Slayer MIDL 8.00' Pirate ABCO 8.50
Planetary Trader BMBY 5.95 DPoseidon Adventure DD
7.95 l lQuest DD 7.95 I Roman Empire MCLO 6.95
□ Samurai Warrior MCLO 6 95 I iScanner 13 BMBY 8.45
Space Monopoly MIDL 8.00 I JSTalag/Eno DD 7 95
□Super Spy SHEP 6.50 I Surprise BMBY 8.95
□Translyvanian Tower SHEP 6.50 [ ITyrant of Athens MCLO
6.95 Ultimate Adventure MIDL 8.00 I Warlord MCLO 6 95
□ Williamsburg Boulevard MIDL 8.00
ZX SPECTRUM (48K)
□Airline CCS 6.00 I Auto Chef CCS 6 00 ! Adventure
Quest LEV9 9 50 DArrow of Death I, II C8 9.95 Bedlam
MCLO 5.95 HBIack Crystal CARN 7.50 L_ Circus DGTL 9.95
□Collossal Adventure LEV9 9.50 Colossal Caves CPS 6.95
□ Conflict Mart 11 .95 □ Confrontation MCLO 7.95 - Corn
Cropper CC 6.00 I Dallas CCS 6.00 I Dictator DKTR 5.95
□ Domain ABCS 4.95 nDreadnaughtsn MCLO 5.95
□ Dungeon Adventure LEV9 9.50 ZDungeon Master CRYS
7 50 : Embassy Assault SINC 4 95 I Escape from Pulsar 7
DGTL 9.95 Espionage Island ARTC 6.95 ^Everest Ascent
SHEP 6.50 Faust's Folly ABBX 5.95 ; Feasibility
Experiment DGTL 9.95 HGalaxy Conflict MART 11.95
□Golden Apple ARTC 6.95 "Halls of Things CRYS 7.50
□Inca Curse ARTC 6.95 ^Invincible Island SHEP 6 50
□Johnny Reb MCLO 5.50 JMad Martha MIGN 5.50
□ Mines of Saturn/Return MIGN 5 50 Perseus and
Andromeda DGTL 9.95 aPlanet of Death ARTC 6.95 HPrint
Shop CCS 6.00 □Privateer MCLO 4.50 LJRedweed MCLO
5.50 iJRescue CORE 5.95 DRoman Empire MCLO 5.50
□ Ship of the Line SHEP 6.50 Ship of Doom ARTC 6 95
□Snowball LEV9 9.50 L Sorcerer's Castle MIGN 5.50
□Space Island TERM 5.95 □Stargazer s Secrets CORE 5 95
ISuper Spy SHEP 6 50 LlTen Little Indians DGTL 9.95
IThe Castle BYTE 6.95 : IThe Crypt CARN 4.95 I The
Golden Baton DGTL 9.95 ! :The Hobbit MELH 14.50 i IThe
Incredible Adventure CORE 5.95 : The Korth Trilogy 1:
Escape from Arkaron PENG 4 95 QThe Korth Trilogy 2:
Beseiged PENG 4.95 :^The Korth Trilogy 3: Into the Empire
PENG 4 95 ! The Time Machine DGTL 9.95 DThe Warlock of
Firetop Mountain PENG 6.95 I IThe Wizard Akyrz DGTL 9.95
□Time Traveller SULI 7.95 UTrader QUIK 9.95
□Translyvanian Tower SHEP 6.50 CTyrant of Athens MCLO
5.50 □Valhalla LGND 14.95 ! Vampire Village TERM 6.95
□Volcanic Dungeon CARN 5.00 [ Warlord MCLO 5.50
□Woods of Winter CORE 5.95 I Wrath of Magra CARN
12.50
ZX81
□Adventure BYTE 5 95 I IBIack Crystal CARN 7.50
Conflict MART 1 1 95 ( I Damsel and the Beast BYTE 6.50
Dictator BYTE 9 00 □Espionage Island ARTC 5.95
: Galaxy Conflict MART 11.95 ilnca Curse ARTC 5 95
I iMarchant of Venus CRYS 5.50 I Ocean Trader QUIK 3 95
Peloponnesian War MCLO 4.50 I ;Pioneer Trail QUIK 3 95
Planet of Death ARTC 5.95 Privateer MCLO 4 50
: Roman Empire MCLO 4.50 I Samurai Warrior MCLO 4 50
Ship of Doom ARTC 5.95 [ The Island CRYS 7 50
Trader QUIK 9.95 □Tyrant of Athens MCLO 4.50
□Volcanic Dungeon CARN 5.00 I Warlord MCLD 4 50
Wumpus Adventure CARN 5.00
IBM PC
(may require graphics board)
Curse of Ra EPYX 13 50 I Crush Crumble Chop EPYX
d21 50 Dark Crystal SOL 627 50 Deadline INFO d34. 50
□Enchanter INFO d37.95 I llnfidel INFO d37 50 I Midway
Campaign AHGC 15.00 I ISnooper Troops: Casel SPNK
d28 00 I ISnooper Troops: Case2 SPNK d28 00 I Starcross
INFO d29.00 Temple of Apshai EPYX d29 00 I Ulysses
and the Golden Fleece SOL d25 50 I ;Upper Reaches of
Apshai EPYX d13.50 I Witness INFO d35.00 Zork I, II, III
INFO d29.00
APPLE II
Adventureland ADIN d29.00 I Blade of Blackpoole SRSS
d27.50 I Castle Wolfenstein MUSE d21 .50 Cranston
Manor SOL d21 .50 I Crush Crumble Chomp EPYX d21 50
□Deadline INFO d34.50 I Empire of the Overmind AHGC
d25.00 22.00 [Enchanter INFO d37 95 Ghost Town ADIN
d29.00 Golden Voyage ADIN d29.00 I Gruds in Space
SRSS d27.50 Infidel INFO d37 50 ! Knight of Diamonds
SIRT d25.00 [ Legacy of Llylgamon SIRT d29.00 !" Lords of
Karma AHGC 14.50 I Mission Impossible ADIN d29 00
Mission Asteroid SOL d 1 4 . 50 IMystery Fun House ADIN
d29 00 [ IMystery House SOL d14 .50 I Pirate s Adventure
Adin d29.00 I Pyramid of Doom ADIN d29 00 i Savage
Island 1 and 2 ADIN d29.00 : Spy Strikes Back PENG
d14 30 [ Starcross INFO d29 00 Strange Odyssey ADIN
d29.00 C Suspended INFO d35.00 I Temple of Apshai EPYX
d29.00 IThe Count ADIN d29 00 Time Zone SOL d24 00
Ulysses and the Golden Fleece SOL d24 00 I JUpper
Reaches of Apshai EPYX d13.50 I Voodoo Castle AdlN
d29.00 [ Witness INFO d35.00 I Wizard and the Princess
SOL d21 50 Wizardry SIRT d36.00 IZork I. II. Ill INFO
d29 00
TEXAS TI99/ 4a
(* require Adventure & Pirate ROM)
□ Adventure* Pirate TEX r24 95 Adventureland Tex 14 95
□ Chisolm Trail TEX r19 95 I Ghost Town (•) TEX 14.95
□ Mission Impossible (*)TEX 14.95 Pyramid of Doom (*)
TEX 14.95 : lavage Island 1, 2 Tex 14.95 Strange
Odyssy (*) TEX 14.95 I The Count (*)TEX 14 95 The
Golden Voyage (•) TEX 14 95 Tombstone City TEX r14 95
LYNX
□Adventure Quest LEV9 9.50 : .Colossal Adventure LEV9
9 50 Dungeon Adventure LEV9 9 50 Snowball LEV9
9.50
ORIC
□Adventure Quest LEV9 9.50 I Castle BYTE 6 95
□Colossal Adventure LEV9 9.50 Death Satellite A&FS
6.90 Dungeon Adventure LEV9 9 50 Johnny Reb MCLO
6 95 : Snowball LEV9 9.50 : ^The Hobbit MELH 14 50
□Zodiac A&FS 6.90
NASCOM
Adventure Quest LEV9 9 50 Colossal Adventure LEV9
9.50 TDungeon Adventure LEV9 9.50 Snowball LEV9
9.50
TRS 80
(* Model 1. ** Model 2. Model 3)
□ Deadline (* and '*) INFO d34 50 Empire of the
Overmind AHGC d25.00 22.00 I Knights of the Desert STSI
d29 00 29.00 L Lords of Karma AHGC 14 50 Midway
Campaign AHGC 11 50 i Planetfall (***) INFO d35.00
Starcross (* and "*) INFO d29.00 I Witness INFO
d35 00
55
:::::::
nil
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ware
10 North Street, Ashford, Kent.
A division of T Denne & Sons Ltd
18 Micro Adventurer February 1984
micro
How
computer
develops
skills
English
Lyman Alpha describes how a computer acquires the skill
of English comprehension
INPUT
sentences
DOES
sentences HAVE
A SPACE IN IT?
NO
[yes
verb$ = LEFT
SIDE OF THE
sentences
nounS m RIGHT
SIDE OF THE
sentences
FIND verb code.
verbS =
sentences
nounS = ""
A
DOES
THE PROGRAM
RECOGNISE THE
VERB?
YES
FIND noun code.
NO
PRINT
UNKNOWN
WORD
A
DOES
THE PROGRAM
RECOGNISE THE
NOUN?
NO
YES
ON verb code GOSUB
Mm
—
I AM SURE you have wondered at least
once while playing an adventure game how
the devil you would make a micro
understand the English commands and that
it might be complicated.
Well, it is not all that difficult to program
a computer to interpret English, making it
more comprehensible to the computer. I
will give you several example routines with
differing levels of complexity. But I shall
not deal with individual sub-routines for
commands such as GET and INVENTORY
as they can differ widely with one's needs.
Starting from the basic (verb) (noun)
format I shall describe how to deal with
even the most complex sentence comprising
(verb) (article) (adjective) (noun)
(and/then) ( ) (and/then) ...format.
You should then be able to add a rather
sophisticated sub-routine, enabling you to
input a sentence such as: GET THE RED
APPLE AND EAT IT THEN DRINK
THE LEMONADE. (The basics (verb) or
(verb) (noun) format)
In order to make the computer
understand what you have typed in, the
program has to replace the sentence with
token numbers. It is vital to tokenise all
verbs and nouns you want in your
adventure program since the computer can
handle numbers much more effectively than
strings.
To illustrate this point, let us say that we
want the program to GET LAMP and we
had assigned numbers 2 to the verb GET
and 3 to the noun LAMP. Once you have
converted the verb to a number you can use
it to lead the computer to the right sub-
routine using ON GOSUB ...........
The GET subroutine will add item
number 3 to your inventory and remove it
from that location. Because the program
uses token numbers it is more simple and
structured.
Take a look at program 1 (written in BBC
Basic) and flow chart 1, which deals with
replacing simple (verb) (noun) commands
with token numbers. The first line after the
input of sentences is to see if the command
consists of a single verb or (verb) (noun). If
it is just a single verb let verbS equal to
sentences, or split sentences into verbS and
nounS respectively. It then finds the tokens
for the verb and the noun and sees if they
are the words recognised by the program. If
they are not it tells you so and goes back to
the beginning of the program. The program
then uses ON verb code GOSUB ...... to
call the required sub-routine.
The function FNfindverb compares
verbS with words in the dictionary DATA
file. If the REPEAT-UNTIL loop gets to
the dummy string 12345 then the function
returns TRUE. TRUE indicates that the
verb was not recognised by the program.
The function FNfindnoun does exactly the
same for nounS.
Let's add definite and indefinite articles
and pronouns so that the commands are
grammatically correct and more elegant.
Add lines 461 to 464 to program 1. These
lines will do everything necessary to cater
for the additional format. The line 461 sees
if the noun was "IT" then returns the
February 1984 Micro Adventurer 19
IMAGIN
RICHARD SHEPHERD
SOFTWARE
Devils off the Deep
Discover the secrets of Atlantis as you
wander amongst its ancient columns.
Explore the 1 00 deadly sectors of its
treacherous seabed ! Beware of giant
eels! £6.50
f ■■■
CREDIT CARD HOTLINE
06286 63531 (24 HOURS)
NS
YtV
SUTSSL SPY
A spine chilling adventure ... efcr via the (Mhgeon
... navigate your way through 500 3-D foclft ...
survive the swooping vampire bats ... reacieie
terrifying top ... confront and kill Count Kreepie,
ridding the world of this Transylvanian Terror.
Can you survive the Top of The Tower? £6.50
RICHARD SHEPHERD
S
RICHARD SHEPHERD
SOFTWARE
■> •
m
■
■
K
All programs are sold subject to the condition that they may not. Dy way of trade or otherwise, De lent, hired out. resold or otherwise circulated without the written permission or Richard Shepherd
t
Selected titles available from
I — ~Z~7 1
■
rORES
3»';t j / y \\ 0£J.»
uesttof,ndThe .
Seven Parchments of Xaro and their meaning! Wil
they lead you to undreamt of treasures or erernal
doom? Explore the mysteries of the stockade and
puzzle within the Pagoda! A spectacular split
screen graphic and text adventure to braintease^
you for weeks! »
Adventurous graphics for every location.^]
Save routine. £6.50
RICHARD SHEPHERD
*
u . V It
SOFTWA
jS^ip oftfu hint
RICHARD SHEPHERD
SOFTWARE
Ship off the Line
Command a sailing ship, juggle your
supplies, crew and firepower. Fearlessly
battle your way up the admiralty ladder,
bribe Sea Lords as necessary until you
make First Sea Lord! £6.50
CREDIT CARD HOTLINE
06286 63531 (24 HOURS)
DI^U A DnisCUCDUCnn
SOFTWARE
ELM HOUSE, 23-25 ELMSHOTT LANE, CIPPENHAM, SLOUGH, BERKSHIRE.
All programs are sold subject to the condition that they may not, Dy way of trade or otherwise, he lent, hired out, resold or otherwise circulated without the written permission or Richard Shepherd
SCENT
Everest Ascent
Conquer the world's highest peak in
defiance of all the obstacles, man and
nature can throw at you. Survive
avalanches, cross bottomless crevasses,
cope with wayward Sherpas — but
don't run out of supplies! £6.50
previous noun code. If there is no previous
noun code then it sets it to 0, which is the
code for no noun.
Lines 462 to 464 test if the articles come
before the noun then gets rid of them. The
length of the noun$ is checked because the
BBC 0.S has an obscure bug that causes a
crush in certain conditions. (See BBC
manual under INSTR).
To input a sentence for multiple
functions using conjunctions (AND) and
(THEN) add procedure PROCandthen and
lines 101, 111, and 190 to the original
program (see addition 2). The line 101 tests
if sentences includes (AND) or (THEN),
calls PROCandthen and jumps line 120.
The line 111 sets sentences to nothing. The
line 190 tests if there are any more
commands left in the sentences to deal with
and guides the program to the right place.
PROCandthen firstly replaces (THEN)
with (AND) if there is any (THEN) in
sentences. It then stores the bit to be sorted
out first to tempS and put the rest back to
sentences to be dealt with later. The
variable tempS is split up to verbS and
nounS.
Let's add adjectives to make things
pretty. I assume that the adjectives are
unimportant and are merely cosmetic. Add
line 465. This filters out the noun.
Listing 2 is the final version of the
sentence interpreter. This should cover
most things you are likely to input during
an adventure game. It is easy to expand
further. What this boils down to is the
following: separate the words you have to
deal with and replace the words with token
code numbers.
The final program is about 2K bytes. But
I have used the memory inefficiently to
make the program easier to read. You can
replace the long variable words, delete the
unnecessary lines and use multi-statement
lines. It should reduce to about IK. 7D
le
28
38
40
58
68
78
88
98
188
110
REM
REM
REM
REM
REM
REM
REM
SENTENCE INTERPRETER ( 1>
<VERB> OR OJERB> <NOUN> FORMAT
, sentence*
") THEN verb*=LEFT*< sentence*, INSTR<sentence*f ■
)> ELSE verb$=sentenc«
130
140
150
160
170
180
198
280
218
228
238
240
250
268
278
288
290
300
310
320
338
348
358
368
378
380
390
400
418
420
430
440
450
460
478
488
498
500
510
520
530
540
550
560
570
INPUT- INPUT COMMAND"
IF INSTR< sentence*,-
:noun*=RI6HT*< sen tence*,LEN( sentence*) -INSTRC sen tence* , ■ •
*snoun*=" ■
120 verbcode«FN-f i ndverb
IF verbcode=TRUE THEN PRINT" Unknown verb /B ;verb$}B'
nouncode=FN-f i ndnoun
IF nouncode*TRUE THEN PRINT" Unknown noun "jnounij"
PRlNT"verb»" ;verb*;TAB< 15) ■ verbcode=" ;verbcode
PRINT"noun=" ;noun*;TAB< 15) ■ nouncod©"" ;nouncode
ON verbcode 60SUB 240,250,260,270,280,290
GOTO108
)-l)
: GOTO 100
: GOTO 100
REM ADD YOUR SUBROUTINES HERE
RETURN: REM
RETURN; REM
RETURN: REM
RETURN: REM
RETURN: REM
RETURN: REM
MOVEMENT SUBROUTINE
GET SUBROUTINE
DROP SUBROUTINE
LOOK SUBROUTINE
HELP SUBROUTINE
INVENTORY
OR word*=verb*
=TRUE
DEFFN-f indverb
RESTORE 410
IX=0
REPEAT
READ word*
ix=i/.+ 1
UNTIL word*=" 12345"
IF word*=" 12345" THEN
=r/
DATA GO , GET , DROP , LOOK , HELP , I NVENTORY
DATA 12345
DEFFN-f i ndnoun
IF noun*="" THEN =0
RESTORE 550
IX=0
REPEAT
READ word*
155-I5i* 1
UNTIL word*=" 12345"
IF word*=" 12345" THEN
= IX
DATA NORTH , SOUTH , EAST , WEST
DATA LAMP, GOLD, RING, ARROW, MATCH
DATA 12345
OR word*=noun*
=TRUE
> ADDITION 1 (LINES 461-464)
461 IF noun$="IT" THEN =nouncode
462 IF INSTRCnoun*,-A ■> THEN noun*=RIGHT*C noun*, LENC noun*) -2)
463 IF INSTRC noun*, "AN ") THEN noun*=RI GHT*C noun*, LEN< noun*) -3)
464 IF INSTRC noun*, -THE "> THEN noun*=RI GHT*C noun* , LENC noun*) -4)
AND ") OR INSTRC sen tence* ,
> ADDITION 2
181 IF LENCsentence*)>7 THEN IF INSTR< sen tence* , •
THEN °> THEN PROCandthen : GOTO 128
111 sentence*25" "
198 IF sentence*<>"- THEN GOTO 181 ELSE GOTO 188
688 DEFPROCandthen
618 posi t ion=8
628 IF INSTR( sen tence*, " THEN " > THEN sen tence*=LEFT*< sen tence*, INSTR( sen tence
*," THEN "))+"AND -+RIGHT*Csentence*,LENCsentence*) -INSTRC sen tence* , " THEN ")-5>
638 posi tion=INSTRC sentence*," AND * )
648 temp*=LEFT*< sen tence* , posi t i on- 1)
658 sen tence*=R16HT*< sen tence*,LEN< sen tence*) -posi tion-4)
668 IF INSTRC temp*," ") THEN verb*=LEFT*< temp* , INSTRC temp* , " "> -1) :noun*=RIGHT
*Ctemp*,LENC temp*) -INSTRC temp*,- ")) ELSE verb*=temp* : noun*=" "
678 ENDPROC
> ADDITION 3
465 IF LENCnoun*)>2 THEN IF INSTRC noun*, » ») THEN noun*=RI 6HT*C noun* , LENC noun*
)-INSTRCnoun*," -))
22 Micro Adventurer February 1984
micro
Variety in
war game
scenarios
Adventure Confrontation
Micro Spectrum 48K Price
£7.95 Format Cassette
Supplier MC Lothlorien, 4
Granby Rd, Cheadle Hulme,
Cheadle, Cheshire.
HAVING already sampled
Lothlorien's wares in the form
of Johnny Reb I jumped at the
chance of trying out one of
their latest offerings,
Confrontation.
This is basically a design-
your-own-battle package and
will do for wargaming what
The Quill has done for text
adventures.
After loading, the screen
displays the seven options
available, which include all the
necessary routines to enable
you to set up and play almost
any 20th century battle you can
think of.
The final option allows you
to load a pre-designed scenario
from tape and they have,
thoughtfully, included one.
Entitled Two Rivers it is a land
and air battle revolving around
the sovereignty of six cities
three of which, initially, are
controlled by each side.
Most movement commands
can be entered by the cursor
keys, which is a welcome
simplification.
This is not the type of game
where you play against the
computer. It is specifically
designed for two humans
(remember them? They used to
live here before we got
computers) to sit down and
settle their differences on a
battlefield.
The two armies are depicted
as red and blue forces, along
very similar lines to those used
by the British Army on man-
oeuvres.
Unit types are only shown
when typing in orders or when
actually engaged in combat.
Your opponent might know
the position of your forces but
cannot know what they are
until he meets them in battle.
This tends to resemble the
secrecy one might find in real
warfare, which lends itself to
some highly tactical play.
For setting up your scenario
the package caters for all types
of terrain, dwelling and arms,
©IFF
What's on the way in the adventure world — if
you have a new adventure, war game or real-life
simulation which you are about to release send
a copy and accompanying details to
Software Inventory, Micro Adventurer,
12-13 Little Newport St, London WC2R 3LD
except nuclear which is
understandable.
The cassette is value for
money and comes in a sturdy
case with clear instructions.
My review copy had a couple
of small bugs but I expect these
will have been ironed out in the
finished version. SC
Gold
diggers'
delight
Adventure Greedy Gulch
Micro Spectrum 48K Price
£4.95 Format Cassette
Supplier Phipps Associates,
99 East Stt Epsom, Surrey.
EVER SINCE The Hobbit
proved that it could be done on
a tape-based system companies
have been producing graphical
adventure games in ever-
increasing numbers.
A common theme is to set
your adventure way out west,
and although some of the
results resemble more the
antics of Laurel and Hardy
than they do a good adventure,
Greedy Gulch happily falls into
the latter category.
The idea of the game is to
find a gold nugget buried out
deep in the desert, retrieve it
and bring it back to town.
This, as you might imagine,
is not as easy as it sounds.
Before you can even con-
template going across the
desert you'll have to find a
map, find the word that the
program understands before
you can study the map, and
then get bored to death while
the computer insists on
drawing the same picture on
the screen about 10 times.
There are plenty of other
hazards to overcome in town,
and while it's difficult to
describe some of them without
giving too much away, you will
have fun trying to open the
safe, read the hotel register,
and get some water from the
pump.
As the game progresses the
problems begin to pile in on
you, and if you ever think
you've got enough material to
contemplate crossing the
desert, it's a wise idea to take
advantage of the game's
LOAD and SAVE features
before attempting to go any
further.
For each step along the way,
after you've reached the mine
that hides the precious nugget,
you'll have another problem to
solve. And you can bet your
bottom dollar that the object
needed to solve the problem
has been left behind in town.
Since the desert at this point
is strictly one way (I think),
you'll either have to start all
over again, or reload a pre-
viously saved game.
The graphics presented on
the screen are an uneasy mix of
pictures of some of the
locations and maps of the
town. Although the maps are
drawn with commendable
speed, the locations take much
too long to come up, and the
detail shown is far from
staggering.
The cassette inlay card
boasts a 'machine coded
English command line scan-
ner', which is supposed to
speed up word recognition. It
doesn't, and the vocabulary
appears to be fairly limited.
One final gripe. Don't try to
speak into the program by
pressing the caps shift and
break key, since all you'll get is
a little copyright message on
the screen and the program
stops. The only solution is to
disconnect your Spectrum and
start again.
This is not up to the extremely
high standards set by The
Hobbit, but for just £4.95
you'll get your money's worth.
PG
Haunting
treasure
hunt
Adventure House of Death
Micro Oric I, 48K only Price
£9.99 Format Cassette
Supplier Tansofl Ltd, 3 Club
Mews, Market Square, Ely,
Cambs.
THIS game is set in an old
house that was once used to
film horror movies, but which
was abandoned after real
hauntings took place.
The aim of the game is to
find five treasures and exit with
your life.
Once the program has loacf-
ed a piece of muted music
plays, followed by a hi-res
drawing of the exterior of the
house. After this its back to
text only, accompanied by a
time display on the top-left of
the screen.
There are occasional sound
effects thrown in, but some are
so quiet that I was left
wondering why they took the
trouble to include them.
You begin at the front door,
which has a bell and a brass
knocker.
Strike the knocker and there
is a ding-dong sound. Push the
bell and you guessed it knock
knock. Maybe it's a poltergeist
playing tricks.
The house contains ap-
proximately 30 rooms — hard-
ly the vast game promised by
the cassette insert. My biggest
complaint however, is that
finding four of the treasures
required little ingenuity. In [>
February 1984 Micro Adventurer 23
<] fact, I completed this game
in just under eight hours.
The program is written in
Basic, so the responses are
slow. And life is made easier
for cheats since neither the
CTRL C nor the RESET func-
tion are disabled, making it
very easy to break into and list
the program.
Despite these faults there are
some fun moments in this
game, and had it been priced
around a fiver I would have
recommended it as a beginner's
game. As it stands though, at
£9.99 this game is over-priced.
JM
NT
«■■■
^5
ORIC HOTSE OF
ADVENTURE \
Graphics
double
the fun
Adventure Twin Kingdom
Valley Micro BBC B Price
£9.95 Format Cassette
Supplier Bug-Byte, Mulberry
House, Canning Place,
Liverpool.
IT SEEMED inevitable that,
sooner or later, a graphic
adventure would turn up for
the BBC machine.
The graphics are the
program's main selling
marking the 'dawn of a new
era in graphic adventures',
according to Bug-Byte at least.
There are more than 175
pictures in Twin Kingdom
Valley, drawn on the Mode 2
screen. This leaves about 10K
for the game (and all the
picture information). Even so,
this is a perfectly playable
adventure.
The setting for the action is a
valley ruled by two kings and
inhabited by goblins, elves and
other standard fantasy
creatures. You have a number
of strength points to start with,
which tend to vanish alarm-
ingly quickly once the game
gets going.
There are assorted items of
treasure to be collected, which
add to your score. At the start
there is a list to choose from
regarding the format and
display of graphics. You can
have full graphics, no graphics
and long and short descriptions
of the locations.
A full list of the program's
vocabulary is given both in the
game and on the instruction
sheet supplied. The sheet also
gives a few clues and a general
background.
Five command words are
given to the graphics. The
picture-making capabilities of
the computer are exploited
excellently in most drawings,
which appear very quickly on-
screen.
Because, however, the pro-
gram uses Mode 2, any picture
must vanish for text, which is a
great shame but unavoidable.
Objects and characters are not
displayed in the pictures.
The number of objects you
can carry is small. The
intention is to have them given
to the other characters to keep
Warlock casts his spell
Adventure The Warlock of
Firetop Mountain Micro
Spectrum 48K Price £6. 95
Format Cassette Supplier
Puffin Books, Penguin Books
Ltd, Bath Rd, Harmondsworth,
Middlesex.
PENGUIN Books starts with a
distinct advantage over most
software companies: ex-
perience.
This is evident in the
excellent packaging of
Warlock of Firetop Mountain.
It comes in a custom-designed
package including the best-
selling fighting-fancy game
book which inspired it.
The game loads easily and
comprehensive instructions are
displayed. These are a little for-
midable, since it takes no less
than 19 keystrokes to control
the action. When you think
you have them memorized you
can proceed to the animated
adventure.
Your task is to collect 15
keys with which to unlock the
warlock's treasure chest, and
to escape alive. To do this you
control the swift, smooth
actions of a little stick-man as
you search a vast maze, which
is different each time you
play. Armed with a sword and a
bow you combat the spiders,
warriors "and slime monsters
which try to bar your way.
Action is very slick and well
animated. The game is com-
pulsive and highly enter-
taining.
It is also, as some of you
may have noticed, rather
similar to the popular Halls of
the Things. Indeed it is so
similar that it would be point-
less buvine both games.
The great advantage of
Warlock is that you get the
book as well. It bears scant
resemblance to the game, being
a kind of solo Dungeons and
Dragons type of adventure.
You play it using pencil,
paper and dice, with the book
providing all the scenarios and
problems. The experience is
very similar to playing a
traditional text adventure. All
in all, Warlock of Firetop
Mountain is highly recom-
mended. DD
The dragon from Warlock of Firetop Mountain
FORTH! 32K
BBC MICRO
temporarily. To get back you
have to use ASK or kill
whoever is keeping the object.
As far as I can see, they either
let you have it or make an
attempt to kill you — usually
successfully.
Once you meet an even
mildly belligerent character,
the strength points begin to
disappear as he and you battle,
dungeons and dragons style.
One feature of Twin King-
dom Valley occurs at the end
of every game and is really
inexcusable. After you die, or
Quit, the program stops and
cannot be restarted. This
means a wait of five minutes to
reload the program, or, since
the SAVE and LOAD position
commands still work, a LOAD
of position at the start of the
game. But the omission of
'Another game (Y/N)' is, to
me, a pointless one.
Twin Kingdom Valley is an
involved and difficult ad-
venture. As the instructions
say, 'You are beset by puzzles
at every step', which means it
will take some time to solve.
The excellent graphics add to
the enjoyment, which is only
detracted from by the fact that,
to stay in the game, you must
be extra careful. This ad-
venture is sure to become a
classic. MW
Aladdin's
lamp
goes out
Adventure The Stolen Lamp
Micro BBC 32 K Price £6.95
Format Cassette Supplier MC
Lothlorien, 56A Park Lane,
Poynton, Cheshire.
THE GRAND Vizier has just
stolen the Emperor's favourite
24 Micro Adventurer February 1984
I
r\ ni*i*cron_
lamp. The lamp is an heirloom
passed down through the
generations since the days of
Aladdin.
So starts the adventure of
The Stolen Lamp in old
Baghdad. As usual it's up to
you find and return the lamp
and all you have to aid you is
an old coin and a hand grenade;
seems like a friendly object to
be carrying about. Luckily the
pin is in, but I suspect you'll
end up chucking it at some
poor Vizier before the night is
out, or perhaps at your micro
if things get too tough.' But
problems in old Baghdad are
not what they used to be and
seasoned adventurers should
not have to burn much
midnight oil in their lamps to
solve this Arabian tale.
The game is a mixture of
Mode 7 text and Mode 5
graphics, which of course
restricts the amount of store
available for the game.
But the result is a rather
short game with occasional
locations fairly crudely dis-
played.
The game has SAVE and
RESTORE commands to allow
it to be continued at a later
time. Abbreviations of com-
mands are accepted although
this can lead to unfortunate
accidents. In response to
Darkest
Africa
beckons
Adventure Jungle Search
Micro Dragon 32 Price £6.00
Format Cassette Supplier
Omega Software, 38
Hammond Avenue, Bacup,
Lanes.
YOU ARE the sole survivor of
a plane crash in darkest Africa,
and the task before you is to
find the legendary elephants'
graveyard.
Not a very difficult task in
this case as you are already
equipped with almost
everything you might need,
and given a list of the
commands available for you to
use — two lists actually, one on
the cassette inlay and another
in the program itself (and no,
they aren't the same).
This adventure is written in
BASIC, but the response times
are quite fast as there are so
few options available to you. It
is almost, but not quite, text
my command "SMASH PI"
(smash pickpocket) this was
interpreted as SMASH PIN,
and as I was carrying the hand
grenade at the time it all got
very messy.
I should mention that the
pickpocket was quite happy to
steal things endlessly from me,
even when I didn't have
anything to steal. Perhaps they
have imported a few Irish
pickpockets into the casbah. A
small random element has been
injected into each new game
which changes the effect of
some magic words already
played. The game has no new
surprises.
In some places the game will
inform you of the legal
commands it will accept, which
on occasions tend to give you
more clues than you need. My
initial response to the game
was favourable. At present
there are few BBC adventures
incorporating graphics.
However, as the graphics are
crude I think Teletext graphics
would have achieved the same
effect, thus releasing more
store in which a larger game
could have been produced.
The result is a cheap and
cheerful adventure with
nothing new, which will amuse
but not strain the brain cells
too much. AM
only. There is one small
sequence of graphics, but you
could easily overlook it.
There are various hazards on
your way, or rather out of your
way in most cases. I discovered
after completing a map of the
game that the shortest route to
the graveyard is only around 20
moves long.
Some of the hazards are
invariably fatal, some are
occasionally fatal and the rest
are mostly very easy to
overcome. The wild animals
generally die when shot or
stabbed, but they are resur-
rected if you are unwise
enough to retrace your steps.
I remember from my school-
days that alpha stood for
excellent, beta for good. . . .
Omega Software would seem,
from this game, to be quite
appropriately named.
The plot is uninspired, the
location descriptions brief and
repetitive, the puzzles un-
puzzling, and as there are now
so many good adventures
available for the Dragon this
one really doesn't deserve
serious consideration. MN
Trilogy scores on
strategy and logic
Adventures Escape from
Arkaron, Besieged, Into the
Empire Micro Spectrum 16K
or 48K Format Cassettes Price
£4.95 each Supplier Puffin
Books, Penguin Books Ltd,
Bath Rd, Harmondsworth,
Middlesex.
THIS trilogy is of the zap and
strategy variety. The Korth
Empire is invading; can you
repel it?
The programs contain one or
two nice touches, such as
choice of your control keys on
the zap games and choice of
objective on the strateev same
in Escape from Arkaron.
I must say that 4shoot 'em
up' games leave me somewhat
colder than Skegness on a wet
Whit-Monday, but kids seem
to like them.
But where the Korth Trilogy
really scores is its strategy
programs, with at least one on
each tape. I'm a great fan of
strategy games, and the logic
required for kids has got to be
educational.
The raid game in part one
lets you enter your moves up to
six turns in advance, not easy
when you don't know what the
enemy is doing to do.
I particularly enjoyed
Empire, the final program of
part three, which is easily the
best version I have seen of the
Hamurabi genre.
The idea is that the Empire
computer has broken down
and you have to control
production of three essential
commodities on 30 individual
planets. Full information is
available on all 30 planets and
overall performance is updated
in bar graph form.
I would say that Korth is
aimed mainly at the eight to 14
years age group, although
there are a couple of programs
I shall do again.
The trilogy is presented as a
- -
series of program packs. It was
released by Puffin Books for
the Spectrum, which easily has
the biggest market for young
computer addicts.
I ought to add that these
packages are not adventures.
For £4.95 you get a 50 page
paperback book which, as you
would expect from Puffin, is
of excellent quality. You also
get a cassette (surprise,
surprise), which contains three
programs, and both these items
come inside a nice plastic
display wallet.
The idea is that you read the
book and then play the three
games which are related to it.
It is not essential to buy all
three packages, or even to buy
them in order, as they are self-
contained. The second and
third books give a brief resume
of what has gone before.
Neither is it essential to read
the book before doing the
game.
By no stretch of my vivid
imagination could I class
myself in the age group
at which Korth is aimed so my
views have to be based
accordingly.
My conclusions are that you
shouldn't buy Korth if you are
expecting a true adventure and,
that you shouldn't expect the
earth for £4.95. However, at
this price they do represent
good value. PM □
BESIEGE
February 1984 Micro Adventurer 25
A NEW WORLD OF ADVENTURE
i
BLACK CRYSTAL A'CRTP^
BLACK CRYSTAL
A THIRD CONTINENT SERIES
ADVENTURE
The Classic, six program adventure
game for the 48K Spectrum and 16K
ZX81 computers No software collection
is complete without it. "Black Crystal
an excellent graphics adventure and a
well thought out package " Sinclair
User. April 83 "Black Crystal has
impressed me by its sheer quantity and
generally high quality of presentation. I
am afraid I have become an addict. "
Home Computing Weekly April '83
Spectrum 48K 180K of program in six
parts only £7.50
ZX81 16K over 100K of program in
seven parts only £7.50
WHY PAY MORE FOR LESS OF AN
ADVENTURE?
THE CRYPT by Stephen Renton
Prepare yourself for the many
challenges that shall confront you when
you dare to enter THE CRYPT. You will
battle with giant scorpions. Hell spawn,
Craners. Pos- - Negs and if you are
unlucky enough — the Dark Cyclops in
/ this arcade style adventure.
w Available for the 48K Spectrum at
£4.95
ADVENTURES
m
I
R FORCE a
THE ADVENTURES OF
ST. BERNARD
A classic text style
adventure in the
realms of fantasy
An exciting, fast moving, machine code,
arcade game where you guide your
intrepid St Bernard through the perils of
the icy wastelands to rescue his Mistress
from the clutches of the abominable
snowman.
Available for 48K Spectrum £5.95
VOLCANIC DUNGEON
A THIRD CONTINENT SERIES
ADVENTURE
Enter the realm of Myth and Magic in
this classic Fantasy Adventure. Battle
with Magra and her Evil Allies to rescue
the Elfin Princess Imprisoned in a
Crystal Coffin Deep within the Volcanic
Dungeon. Random Dungeon set ups
ensure that you can play this addictive
adventure over and over again. Single-
key entry cuts out tiresome typing
associated with other Text Adventures.
Instruction Manual with Map of Dungeon
enclosed
"The whole game mechanism makes for
a very Addictive Program, and one that
remains a firm favourite with many
Adventurers."
Popular Computing Weekly, June 1983
For the 48K Spectrum or ZX-81 16K
@ £5.00
STARFORCE ONE
Take on the robot guardians of the
central computer in a superbly stylised
three dimensional battle game.
(100°/o machine code arcade action)
Available for 48K Spectrum £5.95
THE DEVIL RIDES IN
I uttered the last incantations as the
clock struck thirteen All fell silent except
for a faint rustling in the corner. From
out of the shadows they came, all Hells
fury against me but I was not
defenseless until the Angel of Death,
astride a winged horse, joined the battle
Avoiding his bolts of hell fire. I took
careful aim. My chances were slim, but
my luck held
(Fast moving, machine code, all
action, Arcade game)
Available for 48K Spectrum £5.95
pgVil Ripes in
The above are available through most good computer stores or direct from:
CARNELL SOFTWARE LTD.,
North Weylands Ind. Est., Molesey Road, Hersham, Surrey KT12 3PL.
DEALERS: Contact us for your nearest wholesaler.
CARNELL SOFTWARE LTD
Beat Nelson or
Napoleon
their
own war games
Ron Stewart studied two popular war games and offers
tactical advice to the budding general or admiral
TWENTY-FIVE YEARS ago a company
called Avalon Hill published, in the United
States, the first board wargame called
Tactics.
Since then a whole industry has
developed to cater for the budding general
admiral or squadron leader. The games
produced today are as far removed from
Tactics as the valve is from the
microprocessor. Rulebooks often run to
more than 30 pages and allow for most
eventualities.
Lone players
Wargaming gives you the chance to see if
you would have made a better general than
Napoleon or Rommel. Perhaps if you had
been captain the Bismark would not have
been sunk or your frigate not outgunned by
Nelson's Victory. The choice is endless.
Because of the difficulty of finding
people prepared to sit down and play these
simulations, many gamers have to play
solo, trying to optimise the strategy for
both sides. This system is, of course, open
to abuse. When the computer came along-
many gamers saw their chance to program
the computer to play the other side.
Early computers did have limitations and
this idea was not totally successful. In the
beginning most experienced gamers were
able to beat the computer with ease. Things
have now changed and, with the advent of
more powerful computers, the pro-
grammers are catching up and making the
computer more and more difficult to beat.
One of the most prolific companies to
produce wargames for the computer is
Strategic Simulations Incorporated (SSI).
Their games are written, in the main, for
the Atari, Apple and TRS80 computers. I
will compare one of their offerings, Battle
for Normandy, a game simulating the
D-Day landings, with a new release on the
market called Operation Whirlwind, which
is published by Broderbund for the Atari.
Battle for Normandy comes in a flat
bookshelf-sized box. In the program disk or
cassette, player aid cards and a manual.
The first lesson in wargame strategy is
read the manual. Don't try to absorb it all
in one reading. Just glance over all the rules
and gain a rough idea in your mind of what
is going on.
Load the game into the computer, set it
on its lowest level and get the feel of moving
and firing the units available to you. It will
be helpful at this stage to look at the forces
at your command and get to know their
strengths and weaknesses. This also applies
to the enemy forces. Look for a weak point,
it may be useful later.
Now go back and reread the instructions
fully. In a game such as Battle for
Normandy you will have to take into
account weather and logistics. If the
weather is bad you will not get supplies
from the ports across the channel, neither
will your forces receive air support.
The manual gives you a percentage
probability chart covering the period of the
invasion. Keep this in mind when ordering
supplies.
Six directions
The most important section of the rules
to read is the one setting out your victory
conditions. In Battle for Normandy you
receive victory points for capturing certain
towns and pushing the German forces
indland.
Identify these points on the map. When
playing the game keep them in mind all the
time. If you grab extra points here and
there do so, it might make all the difference
later.
Movement of both forces on the map is
controlled by hexagons. This means that
from any point on the map a unit can move
in any of six directions. Each unit is
allocated movement points. While a unit
will only expend one point moving through
clear terrain it will use up four crossing a
swamp hex.
Terrain also effects the way a unit fights.
Units defending in the thick bocage
hedgerows that proliferate in Normandy
will have their fighting ability doubled while
the attackers will have an adverse modifier
slapped on them.
Combat in Battle for Normandy is simply
executed. Battle is joined when opposite
forces come into contact with each other.
Every unit on the board has a zone of
control. When a unit comes into contact
with one of these zones it must stop. The
concept is based on the premise that when a
force meets another it will be fired upon.
These zones can also effect movement. It
will use up more points to disengage a unit
from the battle. Each unit has combat
points. When battle is commenced the
computer looks at all the units taking part
and totals their combat points. It then
reduces them to a ratio and modifies it for
terrain.
A unit's combat effectiveness can be
changed if it has not received any supplies
either due to the weather or its distance
from a supply unit. In Battle for Normandy
you can alter the ferociousness of the attack
from armed reconnaissance to our all out
attack.
Infantry divisions
If all this seems a lot to keep in mind
don't worry. After playing the game a
couple of times you will soon get the hang
of it.
In Battle for Normandy you must
capture and hold the towns of Cherbourg,
Caen and St Lo. Historically the allies
drove east across the Cherbourg peninsula
cutting of the city before assaulting it. To
do this in Battle for Normandy is wasteful
of time and units. The optimum strategy, I
have found is to send a couple of strong
infantry divisions and an armoured unit
around the coast.
The coast hexes are clear terrain and will
not modify the German defence points so
you will be able to move faster and
eliminate the German unit quicker.
In every game I have played so far the
computer has only sent one unit north to
reinforce the three units defending
Cherbourg. Try to take it as early in the
game as possible. It gains extra points and
we all know what points make don't we?
As well as capturing Cherbourg your
forces must clear the Germans out of the
coastal zone. To win the game it will also be
necessary to capture St. Lo or at least part
of Caen.
Other basic strategies can be used to
assist you in your fight. Get the four
armoured divisions into action as soon as
possible, keeping them in the thick of the
action as long as possible. Don't waste time
in low-odds attacks. All this will do is
deplete your units out quickly making them
useless in the latter part of the game.
This is a strategy to be kept in mind when
playing all wargames. Your units must last
the complete game otherwise the enemy
28 Micro Adventurer February 1984
nmicron
SXfYFTnh FT
might be tempted to counter-attack. If a
unit gets low on strength remove it from the
front line and allow it to build up again.
Battle for Normandy is one of the best
wargames for beginners to cut their teeth
on. It includes most of the features that are
found on board wargames. The graphics
are good and it will take a lot of time to find
the optimum strategy. The variables, such
as weather, make each game different and
unpredictable.
Superior weapons
Operation Whirlwind is newly released
from Broderbund for Atari's 48K. This
game is of a more general nature. In fact it
is as different from Battle for Normandy as
chalk is from cheese.
The map board is once again displayed
on the screen and scrolls very smoothly,
with roads, streams and woods shown
clearly. The forces involved are not named
and neither is the time period. You could be
fighting the Russians in Stalingrad or the
allies in the Ardennes.
Your object is to capture and hold a town
against numerically larger forces. Your
forces are equipped with superior weapons
and firepower. The game can be split into
two separate parts. The first is the rush to
capture the town. The second is to set up
defences for the counter-attack that is sure
to follow.
Your forces consist of heavy and medium
armour, infantry, artillery and engineers
for building bridges. Each type of unit is
identified by a different motif. Movement is
regulated by squares and not hexes and the
combat system has been simplified. Once
again terrain affects the units' movement
range but when you are getting near the
limit the control cursor turns purple. If you
proceed any further, the unit in question
might not be able to fire in the combat-
phase.
This game is so freewheeling that it is
difficult to define any hard and fast
strategy. Your main objective must be to
take the town before round 10 of the 35 that
make up the game. This is quite easy when
you are playing on the easy levels. On the
harder ones it becomes an exciting race
against time.
Unwary enemy
Once installed in the town you will have
to form a defensive wall. It is here that you
must take into account the range of the
units. I have found it easier to place the
heavy long-range tanks just on the outskirts
of town with a clear field of fire.
The infantry I place three squares apart.
Two squares is the infantry range. This
means that anything coming into range can
be shot at by two units. When forming a
defence such as this, always place units
Part of the batik map for Operation Whirlwind with markers depicting points of strategic
importance
behind the front line in a chequer-board
pattern. Second line units can plug any
holes that form or fire at an unwary
opponent who strays too close.
Overall, Operation Whirlwind is a
wargame suited for the novice and ex-
perienced wargamer. It is easy to under-
stand and you can start to play the game
quickly. The rules booklet is one of the best
I have seen and must count now as an
industry standard. Not only is it easy to
read but there are no less than eight pages
of hints and tips on the strategy to use.
Elusive clues
If, like me, you get fed up zapping aliens
or chasing elusive clues around a computer
adventure, try a wargame and get the old
grey matter working in a different dir-
ection.
February 1984 Micro Adventurer 29
novevou B€€n invoLV€D in o
mVST€RIOUS
n
Turning fantasy into code
ADVENTURE PROGRAMS are a special
form of database program. This is why it is
quite easy to develop generators, which,
given a description of an adventure, will
produce a working program.
Normally adventure programs have two
main tasks: interpreting the commands
typed in by the user and moving the user
around the map.
Simple operations
The detailed description of how this is
achieved is beyond the scope of this article
but a brief description is given as follows: at
the simplest level a command from a user
consists of two parts the verb (VP) and the
noun (NP). For example a typical phrase in
adventure games is: GET KNIFE. The
adventure program would split this into two
parts: GET (VP) KNIFE (NP)
The system would then find the verb part
in a list of verbs and GOSUB to a
After planning an adventure
game you must convert it
into a computer program,
and Andrew Pepper
explains how
subroutine which obeys it. In our example
there would be a subroutine which obeys
the "GET" command. It would check the
noun part "KNIFE" to make sure you were
not already carrying it, check that it was in
the room, check that you could carry it and,
finally, get it, add it to your list of objects
and remove it from the room.
I know this sounds complicated but, in
fact, it is a series of simple operations (like
most computer programs) and providing
you keep your head when writing the code it
is quite simple to write. But my main
concern is with the development of the
database.
100
no
120
130
135
140
150
160
170
130
185
190
200
210
220
225
230
240
250
260
270
280
290
300
310
320
330
340
400
REM **********#*#*****#*****###*###***#*#*##****#*♦##*##
REM *** Deio PrwaiB 1 - The Ice Planet
REM
PRINT Oeio 1 ***"
REM *** Start uo in room i,
r = 1
RESTORE
FOR i = 1 TO r
READ n*. d*. r*
NEXT i
PRINT
PRINT n$
PRINT
PRINT d$
PRINT
D$ = "!l
PRINT "Enter direction (N. E. S. W)":
INPUT a$
IF a$ = "N" THEN o* = MD$ir*.1.21
"EH THEN o* = MID$(r$.3.2)
BSH THEN d* = MIDI(r$.5.2)
nW" THEN o$ = MID*(r$.7.2)
" THEN 220
■-" THEN 330
PRINT "Can't ao that wav froi here"
GOTO 220
r = VAL(o$)
GOTO 150
DATA Transoorter Rooi.You are in orbit around an iced covered olanet,— 02—
IF a$ =
IF a* =
IF a* =
IF o$ =
IFo$ <>
410 DATA Planet Surface. You are on an icy plain hi th a blizzard blowing. — 030401
420 DATA Frozen lake. You are bv the edoe of a frozen lake. A sian savs thin ice.
--04--02
430 DATA Cave entrance. The cave is dark and forboding. 020506—
435 DATA Inside cave. There is a little light froi the entrance. 0604
440 DATA Back of cave. You are at the rear of the cave. 0507
450 DATA Top of ice mountain. You are on the oeak of an icv (fountain.-- 01— 06
How the database is organised is
something you have to think carefully
about. For each room the following is
required: the name of the room, a
description of the room, the routes to other
rooms. There may be more information
that you wish to store, a short and long
description for example, but we will try to
keep it simple.
One way you could organize the data is to
have three string arrays to hold the three
types of information, say N$ for the name,
D$ for the description and R$ for the
routes. This allows you to display the name
of room 10 by typing: PRINT N$(10). The
description is produced by typing: PRINT
D$(10).
Alternatives
You could have the contents of the three
arrays held in data statements in the
program. When the program was RUN the
data would be READ into the arrays. But
this is inefficient. The data, in effect, is
stored twice, once in the source code of the
program and again in the array. It is far
more efficient to store the data on cassette
and load the program in two halves, one
part loads the main processing part of the
program. When this program is run it loads
the second half of the program into the
arrays. If your machine can arrange for
programs to be LOADed and RUN in one
go, this could be done without the user
knowing. See figure 1 for a diagram
showing this.
An alternative method of storing the
database is as a series of DATA statements.
To read in the data for a particular room
the program starts at the first DATA
statement and reads through all of them
until it reaches the room required. This is
slower than storing the information in an
array but makes development easier as the
adventure is now one file rather than two.
Four paths
This second technique will be used for
our program examples. It is less machine
dependent, (the listings with this article are
written in ANSI standard Basic, as used on
the NewBrain). Designing a database is
really about rules what form the database
must take. For example, if the rule is made
that there can be a maximum of four paths
leading from one room (going north, east,
south or west) then this information could
be held for each room as a string showing
the room number to which a particular
route will take us. Suppose we are currently
in room 10, the route string might look like
this: "11 — 0912" The system decodes this
into the following form: if you go north
then you enter room 11. You cannot go
east. If you go south then you enter room
nine. If you go west then you enter room 12.
With this in mind look at the simple
adventure in program 1. It prints up a
description of each location and asks for a
direction. It takes the direction you enter
February 1984 Micro Adventurer 31
i 00 REM t*#*t*»** + *t*t******#*»** **************
110 REM Deao oroaraa 2. Data deconoression
120 REM
130 PRINT "#« Deao 2
140 DIM c$(10)
150 c$(0)
152 c$(i)
154 c*(2)
156 ct(3)
158 c$(4)
160 c*(5)
162 c*(6)
"You are in"
"the air is"
"It is dark"
"saall"
"laroe"
Vooi"
"corridor"
240 REM
250 REM **** take in D$ and disolav. decoioressino as we ao.
260 REM
263 PRINT .
265 PRINT "Enter strino to decoapress":
270 LINPUT d*
280 FOR i = 1 TO LENidl)
290 IF HIDKdl.i.l) <> "\"
300 c$ = MID$(d*.i+l.l)
310 c = VAL(cl)
320 PRINT c$(c):
330 i = i + 1
400 NEXT i
410 60T0 260
THEN PRINT MID$(d$.i .1): : GOTO 400
and displays the new room you are in.
This is the type of low level program I
used when developing a database. It lets me
check that the routes make sense and gives
me some idea of what the program will be
like to use.
One hint when developing this program if
you start the DATA statements on a
conveniently numbered line-number (say
1001) then it will be easy to find the data
statement for a particular room. Room
one's data is on line 1001, room two's on
1002 and so on.
If you look at the descriptions of rooms
in the example program you will notice that
the same phrases crop up several times. It is
possible to make use of this fact to
compress the data. Commonly occuring
phrases are not typed into the data base
over and over again. They are stored in a
separate array. If we are using C$() to hold
the phrases then we could set up the array
like this:
C$(0) = "Your are"
C$(l) = "the air is"
C$(2) = "It is dark"
and so on.
We now have to arrange that these
phrases can simply be inserted into the
descriptions before printing. A simple way
is to use a special character as an escape
character, which would be treated specially
by the system. Suppose we choose the
backslash character "/".
The string: "/0 in a small room. /2 and
/l damp." should expand to: You are in a
small room. It is dark and the air is damp.
This gives a saving of about 30% over the
original . The code that converts the form is
very simple and is shown in program 2.
When this program is run you will be asked
for a string to decompress. Try entering the
following: Enter string to decompress? /0 a
/3 /5. /2 and /l cold. The system will
produce: You are in a small room. It is dark
and the air is cold.
This gives a better than two-to-one
compression.
If your machine has an INSTR
instruction then it is possible to speed up
the search for the escape character. One
obvious point. This program assumes that
the character following the backslash is a
number. If you feed it with a string which
has a backslash without a number after it
then it will produce a BASIC error.
Planning
If you want more than 10 built-in phrases
(/0 to /9) then you could use the letters (/A
to /Z). Line 310 in the program will have to
be changed to read: 310 c = ASC(c$) — 65
This converts a letter between A and Z to a
number between 0 and 25.
There are some improvements that could
be made to the example programs. The
description should be split into 30-40
character chunks before being printed, and
the coding could be performed in a more
compact form. But the programs were
designed as examples of the techniques
used.
Remember to plan ahead when writing
any program. Decide what the program
should do before writing it. That way you
can tell if it is working or not. From the
LOAD
Main Prograa.
Progru Starts
RUNning.
Data it load ad
into array.
examples I have given try building up
towards a full adventure. Hopefully, it will
seem easy, several simple elements linked
together.
There are refinements you could add. In
role playing games players are given
random characteristics: LUCK,
STRENGTH, COMBAT and HEALTH
for example. These could be used in an
adventure game to decide whether a
particular task is possible or not. This adds
a random factor to the game that should
make it interesting to play even when the
game is completely mapped out.
Remember that an adventure can be any
dream you want to have, writing the game
can be an adventure in itself. The user is
only a puppet controlled by the program.
You are playing God and defining a whole
universe.
To obtain a copy of the first part of this
article, How to write your own adventure,
send a stamped addressed envelope to,
Micro Adventurer, 12-13 Little Newport St,
London WC2R 3LD.D
32 Micro Adventurer February 1984
I Doric Computer Services
Present
AN AMAZING NEW
ADVENTURE GAME
WITH ANIMATED f
GRAPHICS
FEATURING:-
• A completely new cave layout,
monster position and event
sequence generated lor every
game.
A time limit 01 5 'days* on
every adventure.
• Continuously displayed high
resolution graphics and text.
• All monsters, articles and
locations depicted to a level of
detail that pushes SPECTRUM
graphics to the limit.
"The closest yet to a true
animated graphic adventure...
...excellent value tor money."
POPULAR COMPUTING WEEKLY.
FOR THE
48K SPECTRUM
imicro
/Am
Programs from readers this
month include the second part
of Castaway, a game for the ZX
Spectrum by Keith Parrock.
After a shipwreck you find
yourself on a tropical island.
While wandering around
looking for materials that could
be used to repair your boat you
stumble across an Inca temple
and other indications that the
island might be inhabited.
Roger Thomas in Sussex has
written a program that provides
LEFTS, RIGHTS and MID$
equivalents for the Spectrum.
Send us your adventure listings
— modules which readers can
incorporate into their own
games, short adventures and
useful programming routines
are all welcome. Please send
us a printout and cassette
along with a general
description of the program and
details of how it is constructed
and can be used. If you want
us to return your program,
enclose a stamped, addressed
envelope. If you have any
queries on the listings, write to
the appropriate author, Your
Adventures, Micro Adventurer,
12-13 Little Newport St, London
WC2R 3LD
Survival in the
South Pacific
A ZX Spectrum game from Keith Parrock in
Middlesex
IN THE second part of Castaway you begin
to explore the island on which your boat
has been shipwrecked. While looking for
some life necessities you find an Incan
temple.
If you would like a copy of the first part
of Castaway send a stamped address
envelope to Castaway, 12-13 Little Newport
St, London WC2R 3LD.
8052
"battery "
3053
DfiTR
" lizard"
5054
DRTR
"spear "
S055
DRTR
"P t e ranodon **
8056
DRTm
"i»ai rsai i "
8057
S50D
3501
DRTfi
REM
DRTR
"crow ba r "
■ I ■ HH —
3502
DRTR
2 . Z f Z
3503
DhTR
10 ,z,z
3504-
DRTR
Z jZ ,z
3505
DRTR
10 . z . s
3506
DRTR
10^2.2
3507
DRTR
Z j Z j 2
OD08
Dm i R
10 , Z , 10
3509
DRTR
10,2,2
55 10
DRTR
-1,57,2
3311
DRTR
-1 , 14.0 . 2
3512
DRTR
-1 . 200 . 2
S513
DRTR
-1 , 200, 2
3514-
DRTR
10,2, 2
3515
DfiTR
3513
DRTR
^ ^ ? ^
5517
DRTR
2,2,2
5518
DRTR
2,2,2
Zi = t.
DRTR
10,2
, 3
3513
DRTR
2 , Z , f 3 -CS
3534
DRTR
10 , 2
, 2
3520
DRTR
Z , Z , f 3 - CS
3333
DRTR
-1 , 150 , 2
DRTR
z , z , fa -cs
3536
DRTR
2,2,
f a -cs
3522
DRTR
2 .2, f a -cs
3537
DRTR
10, 2
2
3523
DRTR
2,2, f 3 - CS
3533
DRTR
2 , 65
2
3524
DRTR
2 , 4-5 , 2
3533
DRTR
2,2,
F a -cs
3525
DRTR
-1 . 115,1
354-0
DRTR
10 , 2
, 6
3526
DRTR
-1 , 1S5 , 2
354-1
DRTR
10 . 2
, 2
3 527
DRTR
2 , 4- 9 , 2
3542
DRTR
10 . 2
3323
DhTR
10,2 , 11
SS4.3
DRTR
10, 2
', 2
3523
DRTR
-1 , 130 , 2
3544
DRTR
10,2
, 2
3330
DRTR
2 , 50 , 2
3545
DRTR
10 . 2
3531
DRTR
10 . 60, 5
3546
DRTR
2,2,
f a - cs
3532
DRTR
10 ,2,7
S547
■
DRTR
2,2,
fa-cs
An option for string slicing
LEFTS, RIGHTS and MIDS equivalents for the Spectrum, from Roger Thomas in Sussex.
ALTHOUGH THE Spectrum's system of Fortunately this listing solves the
string slicing is very neat and logical it is problem by giving you equivalents for
quite different from the usual format. LEFTS RIGHTS and MIDS.
1 DEF FN S = ( ffl<=LEN
(A>1_EN R$y *LEN r$:>
=H$ I T O F N f
I 1 V
R $ i ; ~ * ... j-i > { i_ N ft 4s - F
N S fj?$.,AJ *1 TO LtN H$*l.R<=LEN fl$
i 1
4- DEF FN M* f H, B\ ss f " >;
FN S f ^ Rj j ■+- iUEN < > 3.3 + {« =s®3 TO
fFN o < =LEN Rj$} * { F.N 3 IF
LET N* = "
FN
FN
FN
IS
H0
PRINT
PRZNT
STOP
.HIE>$RieHT$"
fN*, Si
fN*, & y 4- j
34 Micro Adventurer February 1984
r~\
nmicroi
354-3
3549
DfiTfi 10,2 ,2
DfiTfi 10,2 ,2
DRTfi lB^Z.Z
DfiTfi 10,2,2
DfiTfi 10 , Z , 15
-1, 165, Z
80, Z
DfiTfi
DfiTfi
8557
DfiTfi -i,67,Z
DfiTfi 10,Z,14.
DfiTfi Z,Z, Z
9000 REM
9001 DfiTfi "amid the totalwreckag
e of your boat which has been wa
shed ashore. The beach £cr* SI
retches north and south. Ahead t
here is a p I a t eau . . . " , 2 , 10 , z , z .. l
J5^ Jj£
9002 DfiTfi "some distance from th
e wreckage. fi small groupof palm
trees lies to the east. To the^
west lies a small cove...",z,l,w
9003 ' DfiTfi "among a group of palm
trees swaying in what breeze
there is. Coconuts hang down by
the hundreds...", 4., z,z, 2, z,z,z
3004- DfiTfi e$,5,3,6,7,I,Z,I
9005 DfiTfi "at a small cove. T
here are signs of life here, w
ith the presence of marKsin the
sand in the shape of fooiprz
nts. . . ",z,4-,2,z,z,z,z
9005 DfiTfi e $ , z , 4- , 8 , z , z , z , z
9007 DfiTfi e*,4-,9,Z,8,Z,Z,Z
3008 DfiTfi e*, 6, 72, 7, Z fZ Z fZ
9009 DfiTfi e*,7,Z,Z,Z,Z,Z,Z
9010 DfiTfi "overlooking a reef of
f the shore. The ♦a tar isso Clea
r that the bottom of the ocean i
s visible. . . " , 1 , 11 , z , Z , Z , Z , z
9011 DfiTfi "standing atongthe sho
re. Facing you the surf rolls i
n constantly. Tropical birds f
l y overhead. . . " , 10 , 4- 1 .. 12 , z z z , z
3012 DfiTfi e$,Z , 14-, 13 ., 11, Z ,Z ,Z
9013 DfiTfi "outside a tiny bam boo
hut. There is a door madeof cane
facing you. . . " , 57 , z , z , 1 2 ., z , z , z
3014 DfiTfi £$,2,2,2,12,2,2,2
9015 DfiTfi "standing atop a plate
a u . Below your wreckage is clea
riy visible. From this vantage
point the ocean files the vie
w to the horizon. Tiny round m
arks can be seen in the sand...
" ,2,17,16,2,2,1,1
3018 DfiTfi "on the other side of
the plateau. The beach is no i
o n g e r in sight. . . " , z , IS , z , z , 15 , z
7 Z
9017 DfiTfi "siowiy sink ins in to dr
U sand- inch by inch you are be a
ng buried alive by the sliding
sand...",z,z,z,z,z.. z,z
9018 DfiTfi "at the edge ofa dense
Jungle. The sunlight is only
st visible through the thick g
rowth of vegetation. . .",16,2,19,
■2" 2T -Z 2T
3019 DfiTfi p $ , 20, 26 , 24 , IS, Z , Z Z
3020 DfiTfi p$,21, 19,23,2 ,Z ,Z,Z
302 1 DfiTfi P * , z , Z , 22 , 20 , Z , Z , Z
3022 DfiTfi p$, Z , 21,53, 23, Z ,Z , Z
3023 DfiTfi p $ , 20 , Z , 22 ,24,2,2,2
3024 DfiTfi p$,19,23,Z,
302S DfiTfi "outside an
inca te
isple. By chance you have found »
t, hidden deep in the jungle.
It's walls are made of white s
tone, sloping towards thesky..."
Z, Z,Z, 2,24., 27, Z
Q026 DfiTfi "at a clearing in the
jungle, fi huge tree f a cesyou, i t
s leaves reaching to the g»ound.
Its top is out of sight far a bo
ve . . . " , 19, z ,z ,z ,z , z , z
9027 DfiTfi "inside the temple.
Torches burn from wait bracket
s to provide light to seeby. sev
erai piles of various weapons
are scattered over the granite
floor. From the east endcold ai
% t
,z,z.
, z
r roeets your face..
*"> z 16
9023 DfiTfi "in a narrow corrida
r. sloping downwards. Theiight i
s failing here, making ..each st
ep slow and ponde r o us... ,z,z,z,
SS^I'Dfiffi k$,Z,Z,31,33,Z,30,Z
9030 DfiTfi k*, Z,Z,Z,Z, 29, X,Z
9031 DfiTfi k*,29,38,Z , 32, 3*, Z , Z
9032 DfiTfi "in an inner chamber
, deep inside the temple. There x
s a sign upon the temple wall...
" , 105 , 10S , 31 , 105 , 105 , 105 , 2
9033 DfiTfi k$,Z ,37,29,z ,Z ,Z,Z
9034. DfiTfi k Z,Z, 2,39,^5, 31, Z
9035 DfiTfi "in the centre of what
must once have been the Inca s
sacrifice chamber, one
block of white granite **a"2s^
before you. . . " , z , 4.0 , 37 , z , 36 , 34- , z
3036 DfiTfi "at a clearing in the
jungle. Several trees areiying a
round, chopped down very recenti
u . . .",23,2,95,2,2,2,2
9037 DfiTfi K*,Z,35,33,Z,Z,Z,Z
fi038 DfiTfi "in a side roomo f f the
main chambers. There is a stron
g smell of dead meat and a pile
of droppings reaching up the wa «,
i in the far corner...", 31, z,z,z
9039'DfiTfi "sinking in a sea o f
sand. Unless you have with yo
u something to clear the sand 1.
would seem only a matter of time
. . . " , 2 , z , z , z , 6 1 , z , z
904-0 DfiTfi "sinking m a sef,_0'
sand, unless you have with
u something to clear the sand it
would seem only a matter of tame
, , .'■ ,Z 2,2,2,61,2,2
304-1 DfiTfi "by a targe cS*f " ~
urf laps against the rockedge, a
nd there is an engraving cut 1 n t
o the rock. . .",11, 62, 42, 2,2, z,z
904-2 DfiTfi "at the opemngto the
caves. Uater flows down into th
e entrance, which is -^twade %n
ough to en t e r . . . " , 2 , 2 , 43 , 41 , z , z
3043 DfiTfi C*,Z , 42, 4-4, 54-, z ,Z ,Z
3044 DfiTfi c* , 4.3, 4.9, 4-7, 4.=., z , z , z
304-5 DfiTfi C$,55,44. 4-6 , Z , Z , Z , Z
3046 DfiTfi C$,2,47,5fc,45,2,2,2
304-7 DfiTfi C$,44 , 4-8 , 4-6 , 2 , 2 , 2 , 2
9048 DfiTfi "at the north edge oj
a wide chasm. Rcross t heoth er s
ide is a small ledge wideenough
to travel along. ..",z, 50 , z , 4. 7 , z ,
904-9 DfiTfi C$,2,2,U,2,2,Z,2
3050 DfiTfi "at the south edge
a wide chais
R
; adder
of rope
forms a Kind of bridge ov&.r
i c h you may cross. . .",4S,2,5i,
,2 .2 3
S85 1 '' DRTR "in a side cavewith si
iiiiu walls. It is quite damp an
here ..." ,52,2 ,2 ,50,2 ,z , z
9052 DfiTfi "facing so 12= ' c' K • '
he only exit is the way you <-a&r
e in . . . " ,z ,51,2 ,2 ,2 ,2 ,2
Q053 DfiTfi "facing SOtia i u u k .
he only exit is the way you cau
e in..."/2.,2,50,2,2..2.,2
9054 DfiTfi "facmg solid ioa« {
he only exit is the way you cam
e in. . .",z,z, 43, z,z,z,z
9055 DfiTfi "facing solid rock,
he only exit is the way you ca*
e i n . . . " z , 45 , z z , z , z , z
3056 DfiTfi "facing solid ioa. i
he only exit is the way you can
e in. . .",2,2,2,46,2,2,2
9057 DfiTfi "inside the bamboo
hut. in a corner you see the rem
ains of a burned meat. Sand l
nes the f loo r . . . , z , 1j 2 , z,z , z , *
9058 DfiTfi "diving around the ree
f. fi shark swims by .not n****1"
g you in the clear, blue ouean ^
ur f . . . " z ,z ,z , z , z , z , 4.
9059 DfiTfi "in a deep man made Px
t. The sides are made of ha»d e*p>
February 1984 Micro Adventurer 35
CHfinflEL
SOFTWARE
SOFTWARE LTD. 51 FISHERGATE PREST
TELEPHONE: (0772) 53057
TEN GRAPHIC ADVENTURES PLUS
TWO ARCADE GAMES FOR THE 64
ALL AT £9.95 EACH INC VAT
VENTURE INTO
SORCERY & EVIL
MAGIC TO
RECOVER THE
GOLDEN BATON
THE BATON HAS THISSEQUALTO
BEEN TARNISHED PT1 CAN BE
TRACE & DESTROY PLAYED AS A
THE SOURCE OF STANDALONE
THIS EVIL SCENARIO
WHAT IS THE
SECRET OF THE
STRANGE
MACHINE IN THE
DESERTED HOUSE
ON THE MOORS
YOU ARE CHOSEN
BY A RACE OF
SUPER INTELLI-
GENT BEINGS TO
SAVE THEIR DYING
RACE
LEFT ALONE ON A
SPACE FREIGHTER
WITH ONLY AN
ESCAPED
MONSTER FOR
COMPANY
OUT OF PETROL
ON A LONELY
ROAD YOU SEEK
HELP FROM THE
NEARBY CIRCUS
BUT THIS IS NO
ORDINARY
CIRCUS.
IF YOU CAN
RESCUE THE
KINGS DAUGHTER
FROM THE EVIL
WIZARD, FORTUNE
WILL BE YOURS...
FAIL AND YOU DIE
BATTLE WITH
MONSTERS AND
SUPERNATURAL
POWERS IN THIS
CLASSIC
ADVENTURE
A TRAIN JOURNEY
TO A STRANGE
MANSION. WHAT
SECRETS DO THE
TEN IDOLS HOLD
IF YOU LIVE LONG
ENOUGH YOU MAY
FIND OUT
FAST ACTION 3D MACHINE CODE SPACE
SHOOT-OUT WITH SCROLLING IN ALL
DIRECTIONS TRY TO SURVIVE THE
WAVES OF ALIENS ZOOMING IN FROM
THE DISTANT MOUNTAINS
WITH 4 SCENES AND 3 LEVELS OF
DIFFICULTY THIS IS THE BEST VERSION
OF THIS CLASSIC GAME. SEE IF YOU CAN
EARN YOUR WINES OR WILL YOU END UP
SHIPS COOK
ALL THE ABOVE ARE AVAILABLE ON CASSETTE IN SUPERB
PACKAGING FROM MOST LEADING STOCKISTS OR DIRECT
FROM
TOEL 8 SOFTWARE LTD idept ma> bi rs>
PRESTON LANCS PHONE 0772 5305724 HOUR ANSWER SERVICE
36 Micro Adventurer February 1984
<]rth and the top is four feet a k
ove your head . Facing youis a s ?
gn carved into the mud. . .">z,z,z
, z , 60 , z z
9060 DfiTfi p 6 , Z , Z , Z Z .. Z ., 12
9061 DRTfi "in an escape hatch,
after using the bucket tobai I ou
t most of the sand.k."..35,i..z,z;
2 ,Z, 13
9062 DATA "following the shore l
ine, as it bends first one way
, then the other. . .",41,z,63,z,z
9063 DRTfi "finally at theend of
the shore. To the east isa large
fail of rocks. Mist is spreadi
ng across the g round ..." , z , z , 64- ,
62 , Z , Z , Z 4
9064 DRTfi "facing a largerocK fa
il. The way f roi» here is narrow
and littered with j»any fallen
boulders. . .",2,66, &5 ,b3,91,Z,Z
9065 DfiTfi "the other sideof the
fallen rocks. Host exits are bto
eked and dan9erous...",64,z,z,z,
2 , z , z
9066 DfiTfi "in what must be some
sort of burial grounds. You are
in the north corner and high sc
a f fold constructions riseabove y
ou all around. . .",64,69,6?,z,z,z
9067 DfiTfi "in the east corner
of the burial grounds. Here an
d there you can see a funeral
eyre . . . " , z , &B , 105 , 66 , z , z , z
3058 DfiTfi "in the west corner
nf the burial q rounds. The gro
und here has been wade flat by
trapping feet, and the movemen
: or heavy objects. . 67 .. 105 , ie
V £• Eg " SfiT fi" " i n the south corner
of the burial grounds. Stroke d
-ift_ across towards you -The fliis
is once again rising here. . .
'■ 66,71.,65,70,Z,Z,Z
5070 DfiTfi "on the very per 2 met
er of the burial grounds .You beg
in to h ear the sound of the s u r
f. The ocean must be nearat hand
, . . " , 105,2, 69 , 63 , Z , Z , Z
90 7 1 DfiTfi "at the high altar.
Pldii! blocK of granite stands
before you. steps lead u p t o w a r d s
the huge stone. To the south t
e re is o p e n 3 round. . . " , 69 , 92 , z ,
Z , 105 , z , z
9073 DfiTfi "on the far side 0/
the island. Dust rises in the
distance and is blown high by
the wind. .." .2,73,6 , 76 , z , z , z
9073 DfiTfi "on the north end of
3 s fti a L l a i r s trip. Z t i s o we r g r«
i«n with vegetation but no doubt s
t i l I useable. . . ",72,74,2,z,z,z,z
9074. DfiTfi "at the south end of
the air strip. uorK has been u n
d e r taken along this side to prep
are the landing strip foruse at
s o me time...", 73 , z , z , 75 , z , z , z
^975 DfiTR "right in the centre
■ f the on I y r u n w a y . The wracKag
S of a small private jet is off
to one side...", 76 , z , 74. , z f z z , z
9076 DfiTfi "at the east end of
a small air strip, in thedistanc
s you see the wreckage o f a small
a i r c r a f t . . . z j 75 , 72 , 77 , z , z , z
9D77 DfiTfi "at the west end of
a small air strip. Fietdsare to
the left, where the air strip e
nds . . . " , Z , 76 f 76 , Z , Z , z , Z
ground .
ground
9078 DfiTfi "on unsteady
Beneath your feet the
seems to move and nowhereis safe
mm.", 77 , 79 ,6S,Z,Z,Z,Z
9079 DfiTfi "at the edge ofa very
Urge swamp. Movement is slow an
d precarious. . . ",78,z,81,z,z,z,z
9080 DfiTfi "once more on apateh o
unsteady ground, fill around
5 area the earth undaryour fe
is as a giant sponge. .",z,Bl,
£6/75,2,2,2
th i
e t
9081 DfiTfi "in the heart of the
swamp. Your shoes vanish briefly
With each Step. . .",80,82,65,79,
3© Be"" DfiTfi "on a patch of ground
with beaten down grass. The rem
a ins of small animals liescatter
sd nearby. . .",8l,z,63,84,z,z,z
•3083 DfiTfi "sinking into the swa
np . The more you struggle the qui
cker your movement to the bo tto».
It is obvious there is no (*ay
to escape from here. . ,",z,z,z,z,
90siZDflTfi "at the edge o f the sva
mpm It is as much as you can do
to put one foot in front of the
other...",85,z,82,z,z,z,r
3085 DfiTR "at the centre of the
swamp area. You see siokedri f tin
g up from somewhere c lose by . . . " ,
36 ,84- ,90, 81, Z,Z,Z
3086 DfiTfi "in a camp siteby a cl
earing in the swamp, fi fire st
ill smoulders, and two tin mug
s of coffee rest on the top of
a nearby log . . . " , 67 , 85 , z , 80 , z , z ,
9087 DfiTfi "at the edge of the swa
»p area. The camp fire issaoulde
ring still close by . . . " , z , 86 , 88 ,
i^3 , z , z , z
3088 DfiTfi "in a clearing by the
swamp. The ground is more firm he
re . . . " ,z , z , z , 87, z , z , z
3089 DfiTfi "sinking in theswamp.
There is no escape. The more yo
u struggle against it the faster
you sink down . , , " , z , z , z , z , x , z , z
3030 DfiTfi "sinking into the swa
»P . You grab for any handhold, fc
ut there are none. The end is
close now...",z,z,z,z,z,z,z
3031 DfiTfi "buried under a pale
of rocks. Suffocation is slow, t
here is no way out from under h
are) " z ,z,z,z,z,z,z
3032 DRTfi "looking at a
een valley ahead, which
out before you. The grass
S waist h i gh . . . " , 97 , Z , 93 , 98 , Z , 71
3093 DRTfi "standing on the out
er limits of the valley. The gra
ss appears flattened by somethi
ng with round . very heavyfeet. . .
" , Z , 96 , 34- , 32 , Z , Z , Z
9034- DfiTfi "following the edge of
the valley. Bones lie onthe grc
und, and the smell of death I
ingers in the a i r . . . " , z , 35 , z , 9
lush gr
z
9035 DfiTfi "facing the largest
nest you have ever seen. 1 he occ
upants, although stilt obvious
ly chicks, are e x t r e m e t y large a
nd bat-like...", 34 , z , 36, z , z , z , z
9®96 DfiTfi "moving deeper into tr>
e valley. The grass is a little
shorter now, making it easier
to find your bearings. . .",93,101
Z 97 Z Z ■ Z
3097* DfiTfi "deep into the valley.
fi large bird flies over and rou
r»d marks appear on the ground.
, , " , 100 , 32 , 36 , 96 , z , z , z
9098 DfiTfi "at the edge ofthe t us
h valley. It is st r an geiysi lent
here , as though time did not e ;< i
st or had stood S t i t t . . . " , 92 , 99 ,
2 2 2 2
3®ss' DRTR "now having reached
the far side of 1 1.^ u*i h-v alt*«.
fi large bird flies over your he
ad and disappears over a distant
hill..-"/ 98 , z , 100, z ,z , z , z
3100 DfiTfi "in a place which h
as been forgotten by timealtoget
her. Broken vegetation can be
seen all around, fi deep mist sp
reads across the ground towards
you. . . " , 104- , 37 , 10 1 , 99 , z , z , z
3101 DfiTfi "in a strange part of
the valley. The ground has era
eked open, leaving a crater \>
February 1984 Micro Adventurer 37
SCR ADVENTURES
present
CASTLE BLACKSTAR
A medieval fantasy for the Spectrum 48 K.
The first of the ARTEMIS quests.
SCR Adventures has been set up to supply high quality adven-
ture programs to the personal computer market. Written by
dedicated adventure playersthey aim to provide a real challenge
to the expert whilst still rewarding the efforts of the novice
CASTLE BLACKSTAR FEATURES
-fast machine code based program
-save game and restart facilities
-large vocabulary
-over 200 seperate locations
-sophisticated data compression to make full use of
the Spectrum memory
-full of tricks, traps and puzzles
WILL YOU BE ABLE TO
-steal from the witch?
-cross the lake?
-leave the chapel alive?
-fly?
PERHAPS YOU MAY LIVE TO ATTAIN YOUR GOAL
YOU WILL NOT BE DISAPPOINTED BY THE ARTEMIS
DEALER ENQUIRIES
WELCOME!
CASTLE BLACKSTAR
Please send me copies of Castle
Blackstar at £8.95 each
Make cheques/P.O's payable to
SCR Adventures.
NAME....
ADDRESS
Send this coupon to:
Dept MA2,
SCR Adventures,
190, Shelbourne Rd.,
Tottenham,
London, N17 9YB.
O
\
The Ultimate Concept in Role-Playing Adventures
* Graphical & Text Games
* Customised Characters can be used again & again
* Game-Save facilities
* Battle-Magic * Wandering Monsters
* Hidden Treasures
The Runelord Masterpack (Character Generation Module plus
sample game) is now available for the ORIC-1
Each game can be played on its own or built into a massive 10
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RUNELORD Masterpack
7.50 incl
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ALL PRICES INCLUDE VAT & P + P
E3
DEALER ENQUIRIES WELCOME.
MODULAR CONCEPT
PERIPHERALS
FREEPOST
SWANSEA SA8 4ZZ
38 Micro Adventurer February 1984
n rirUcrOn
< Just
" ,96..
9102
of a
ly w i
,z z ,
9103
fter
wh i ch
9S. . .
9104-
the d
the
t hav
z ,z , z
9105
narr
103,
DfiTfi
larg
der
z ,z
DflTfi
a fa
has
ow e
102..
"dy
e Cf
than
nough to
100 *z ..z ,z
in? at the
ater. It w,
i t seemed .
Jump . . .
hO ttOM
ObVi OUS
z , z z
I ■
I ■
DPITfl
i nos
expe
e to
, z
DRTR
lid
bro
z ,z ,
"be
aufs
ri en
su f
eeding to death a
own into thecrater
ken both your le
z fz fz ,z
ing eaten byone of
- How ever painful
ce is, you will no
fer long. . .",z,z,z,
z . z
;Z/
XF res >3 THE
me to
res = res +1 :
N GO TO 9730
9710 PRIhtT - "DO you Wish
esurrect you?": PRUSE 0
9715 IF INKEY$="y" THEN GO TO
28
9720 IF INKEY$="n" THEN GO TO
90
9725 GO TO 9715
9728 LET 1=1: LET S C =s C -5 : IF
<0 THEN LET S C =0
GO TO 50
I'm sorry, but I
left to resurrect
This ti»e l*« afr
•the e^d
r
97
9729 PRINT
9730 PRINT
ve no power
ou rurthe.ru
d it really
R d=l TO 1©0
9800 REM
s c
ha
y
a i
NEXT d : SO TO
INK 1: PRPER 7: BORDER 7: C
LS
9810 PRINT
9820 PRINT '"IN THIS RDUENTURE V
OU HRUE BEEN SHIPWRECKED OFF R 5
OUTH PACIFIC ISLRND. THE URECKRC-
E FROM YOUR BORT IS URSHED UP O
N SHORE . SOMEOF THE ITEMS MRY BE
USEFUL AND IT MRY BE POSSIBLE
TO REPRIR THE BORT IF YOU CRN LOC
RTE THE STOCKOF EQUIPMENT NECESS
RRY TO DO SO. "
9830 PRINT "SCATTERED RROUND THE
ISLRND YOU UILL FIND RLL THE RE
TO ENRBLE YOU TO SET
"GRTHEIR THIS EOUIPME
WRECK RND UORK ON T
UHEN YOU HRUE FOUND
CRN CRST OFF. BUT Y
OU UILL HRUE TO ESCRPE THE CHR5I
NG NATIVES . "
9850 PRINT INK S ' "NOU PRESS R KE
Y TO BEGIN YOUR LONG RND HOPEF
SEARCH
9860 PRUSE 0: CLS : PRINT "DO YC
U UISH TO RESTORE R PREUI
OUSLY 5AUED RDUENTURE?"
9870 INPUT r$: IF r$="y" THEN PP.
INT AT 2,0; "PRESS ENTER RND STAF
TAPE": PAUSE 0: CLS : LOAD "C"
IF r*="n" THEN CLS :
OU
SAIL . "
984.0 PRINT
NT AT YOUR
HE REFIT.
IT ALL YOU
9890 GO TO 9870
9900 REM
IF I > =72 RND t v
uatch your east-west passage
GO TO 1000
IF l>=92 AND U102 THEN PRI
NT '"Long ag^o strange creatures
livedin such places as this": GO
TO 1000
9909 IF I =83 OR I =89 OR I =90 OR
1=102 OR 1=103 THEN PRINT '"YOU
are passed help now*": go to 10c
0
9910 print '"Sorry, but I'm a st
ranger here myself"
9915 GO TO 1000
9920 REM
9925 IF S*="pull" THEN PRINT "If
you do, you'll split it"
9930 IF S*="run" THEN PRINT "YOU
coward "
9935 IF S*="ShOUt" THEN PRINT "i
would not do that if I were y
ou. You may awafcen soa>e thing r
as ty "
994.0 IF S* = 'Search" THEN PRINT "
That is not the way to find out
about things"
994-5 IF S$ = "hit" THEN PRINT "UiC
tence is the tss i resort of re a
son"
9950 IF S*="Cli»b" THEN PRINT "£
verest isn't in this adventure"
9955 GO TO 1200
9980 REM II
9981 CLS ;
ve coliecte
3 1 to una b 1
recked boa t
moves . "
PRINT AT IS, S; "Sou ha
d enough u s e f u l a» a t e r 2
1 t
ou to r e p a i r y o u r
It took y o u
; mov
9982 PRUSE 220: POKE 53692 ,
"Sf
to
forner c o
t for homeus
PRINT
o»e w
thing
on , y
he ch
9983
PRINT
Off,
i S 13
o m e t
catc
n a n o
if a f
s e l y
& . "
9964-
PRINT
ears
far o
Fi
t an
ee ks .
like
ou set
art an
PAUSE
bo a t
its
sai
d co
4-00 :
res to re
of»e r
for ho
pass . "
POKE 23
i * f * t I
r 9 W *
t akin
nd whi
hese p
h sigh
the r r
t e r y o
f o l low
9
one
c h h a
as t f
t of
unnin
u e Th
ed by
la
s
e w
one
es«
592 ,
y o u
s t 100 k a
en y
nths
t i v e
to t
o a r
v era
ifcO
na
in
tw
se
ter
SO»
ndi t
ing
*
255 :
cas
t th
ou r
.. yo
, t h
he s
e el
l >">> o
1T5
V
PAUSE
r r
r 9 * # / *
are t h
u t now
750 : POKE 23692 255 :
' ' iih e i > 3
but yot/are too
cau g h t by t h e at ,
r o w n ,
to be
they give up t h e h u
na I ly ,
d return to the sandy beac'
PAU5E
PRINT
at last, y o
9986* PRUSE
PRINT
e as ant trip
4-00: POKE 23592.255:
........ f€
sail on ., bound f o r
* 'TAB 16.; "S
" 'TRB 20; ' goodbye . *
9987 GO TO 998"?
9988 REM
1 IF 1>=1 RND 1<1B THEN
'"The grass is always gr
n the other side of the hi l
OO TO 1000
9902 IF 1>=1B RND I -.27 THEN
T "Tarzan use to swing on t
: GO TO 100©
9903 IF I > =2? RND lv39 THEN
'"Beware of Inca Spirits":
TO 1000
9904- IF 1=39 OR 1=4.0 THEN PR
"You need something to hold
sand": GO TO 1000
IF 1>=4-1 RND 1:57 THEN
'"Rladdin worked wonders w
one of .these": GO TO 1000
9905 IF 1>=B4- RND I (72 THEN
T„ ' "y?ly _P ?:§c?s require holy
INT
r o
l " :
PR IN
has"
PR IN
GO
INT
the
i th
act
9990
t o f
£5":
aga
9991
N GO
9993
5
9994-
PRINT "You scored ";sc;
-in rt;aov;
Qi:
ft> O *
print "Do you wish to star*
LET ffl$ = INKEY$: IF »>*=*" THE
TO 9991 r-. - -
IF m$( TO l)s"y" THEN GO f-
IF m$f. TO l>="n" THEN GO TC
GO TO 9991
REM 2335*3
5RUE
CLS
SRUED
1 1
OP TRPE
% 1
b" LINE 50
PRINT RT 9
" ; RT 11,13;
d = I TO
I I
. IS. "RDUENT
l; "ST
NEXT d
February 1984 Micro Adventurer 39
m=CCMI= A
SI-CRIST AGI : NT
Mission Software's complete package on Project
Volcano, is probably the most advanced Adventure
Computer Game Package you have considered this
year. It is not just for the dedicated game player but for
those that want to get involved in Secret Codes - Messages, and the seamy-side of DI6
(British Intelligence) and the K G B.
IT IS A MUST FOR THE SINCLAIR SPECTRUM 48K AND DRAGON 32 HOME COMPUTER
OWNERS.
When you receive your Adventure Game from Mission Software Limited, included in the
package is your Passport to the international workings of the Secret Agents.
Your personalised Passport will assist you in negotiating the K.G.B. network in the Soviet
Block Countries and vital to the success of your mission.
Command Headquarters will give you information that other Agents have recorded,
together with their Communication Log. Mission Instructions, Secret Memos, Classified
Diagram, Full Briefing Instructions and other Secret Data
ITS UP TO YOU TO BREAK THE CODE AND BECOME A SUCCESSFUL SECRET AGENT
We rely upon our Agents to feed back information to make further projects interesting and
complex, to tax your ability and to guarantee many hours of enjoyment.
We believe Mission Software Limited is the only company that supports its Field Agents
with a mass of Secret Information to make the Mission exciting and enjoyable which
makes it a must in Computer Games.
We know your friends will want to
become Secret Agents and use your
game, we will be quite happy to supply
them with their Passport and
Documents for £295 per kit. This way
you always retain your personal
Passport and Secret Information.
The moment you tell us you have
completed your current assignment we
will advise by Secret Data details of
how to penetrate one of the World's
most secret establishments.
. To obtain your Game and personal
Passport with all its Secret Documents
send a Cheque or Postal Order for £6.95
(inc. P.P. & VAT.) with the Coupon at
the foot of this advertisement.
ORDER MISSION 1 TODAY AND JOIN
THE GROWING NUMBER OF SECRET
AGENTS OPERATING FROM COMMAND
HEADQUARTERS.
1
M I
S
S
I
FTWAME UMI7ISD
COMMAND HEADQUARTERS 1st FLOOR
49 GRANGE ROAD DARLINGTON Co. DURHAM
DL1 5NB TELEPHONE (0325) 483344
NAME
ADDRESS
PLEASE SEND ME MISSION 1 FOR MY
(TICK AS APPLICABLE)
DRAGON 32 □ SINCLAIR SPECTRUM 48K □
EXTRA PASSPORT CODE-BREAKER £2.95 □
I ENCLOSE MY TOTAL REMITTANCE OF £
CHEQUES AND POSTAL ORDERS MADE PAYABLE
MISSION SOFTWARE LIMITED
2
>
TO
MISSION SOFTWARE LIMITED ■ COMMAND HEADQUARTERS 1st FLOOR 49 GRANGE ROAD DARLINGTON
DURHAM • DL1 5NB ■ TEL (0325) 483344
I
i
J
BRITAIN S BEST-SELLING
WEEKLY COMPUTER MAGAZINE
»
POPULAR
Still only 35p
best value for money
Each copy of PCW contains all the latest software and
hardware news and reviews, programming hints,
adventure corner and pages and pages of programs for
the Spectrum, Dragon, BBC, Vic20 and Commodore 64
and other popular home computers.
Other features include:
□ Charts of all the top selling software
and books
□ Full listing of all the new software
releases each week
□ Free computer swap service
□ Pages and pages of classified ^-L—^ Or take out
advertisements for £19.95 a year's subscription
(51 issues) (or £9.98 for six months).
r Please send me a year's subscription to Popular Computing Weekly.
I enclose a cheque/postal order for 12 months (5 issues) for £19.95 or
£9.98 (26 issues) for 6 months, made payable to Popular Computing
Weekly, 12-13 Little Newport Street, London WC2R 3LD.
Or order through Access/Mastercard on 01-437 4343.
| NAME
| ADDRESS
I
I
1
L
J
40 Micro Adventurer February 1984
nmlcron
The most complete listing available of
adventures, war games and real-life simulations
- new entries are printed in italic and should be
sent to Adventure File, Micro Adventurer,
CI
Abacus
Into the Labyrinth
£5.99
Dragon 32,
716 Llangyfelech Rd
Vic 20
Treboech
Domain
£4.95
Spectrum
Swansea
Abbex
Faust's Folly
£5.95
Spectrum
Tavistock House
34-36 Bromham Rd
ViaAfr\rA
Deaiora
Aoersott
» 1 1 1 \ T \ Til ■ ^
Adventure 1
f < Q<.
7VOI
LAO 1
7 Maes Aiallen
Adventure 1
Speurum 4«K
Bow St
Dyled
Abrasco
r irate
CQ <0
uragon m
The Grange Barn
III' r~ _i
Pike s hnd
Eastcote
Midux
Acornsott
rnilosopner s yuest
nor' n
a a \inri, ... ui;ii
4A Market Hill
castle oi Kiduies
CQ QS
L7.7J
any. »
Cambridge
bpninx Adventure
CQ Q<
DDL D
L.ouniQOwn 10 ivoom
CQ (K
1.7. 7 J
ODV.. D
Kingdom oi Hamil
CQ QZ
nor D
DDI D
Addictive Games
rootoall Manager
£5.95
/-AO 1
Albert House
IT i 1 > 1 1 \ 1
rootoall Manager
c/i nc
Lb. y j
Spectrum 4oK
AlK<»rt VA
/MDcri rvU
Dournemouin
/xaveniure iniernauonai
ocoii /\uams
C t A QO
L 1 O . 77
/a i an n luniy nit
l/o \_ausio computers
/\uveniures.
Ldcii on
1 inl In' /"a
1 II M I WVJ
1 19 lohn Rripht Si
1 17 .'Willi 1)111-111 Jl
AH vent nrplanH Pi rati1
Miivpn! nrt*s iiro
UU YVI II III (IIV
Rirminpham
it 11 II III l CI lul II
Ad vpnt u ro Mission
i\ »J • vl 1 1 Ul v ^ l»II.5.?IV'll
Imnossihlp Voodoo
Castle The Count
Stranpp Odvssev
Mvstprv Fun House
ItI J Jllvl J 1 Ull 11 V I 1 'V. >
Pvramiri of Doom
Chosl Town ^avupf
Island Parts I and II,
Golden Voyage
sent
£28 95
on disk
on disk)
Galactic Empire
£14.95
Atari E
Galactic Trader
£14.50
Atari E
Treasure Quest
£10.95
Atari E
Triad
£25.49
Atari E
Curse of Crowley
£17.95
Atari E
Manor
A&F Software
Death Satellite
£6.90
Atom, Oric
830 Hyde Road
Zodiac
£6.90
Atom, Oric
Manchester
Pharaoh's Tomb
£7.99
BBC
Tower of Altos
£6.90
BBC 1
Deadwood
£6.90
Dragon 32
Algray Software
Fortress of Evil
£7.95
Colour Genie
.
Ahed House
•
Labyrinth of Fear
£8.95
Colour Genie
Dewsbury Rd
Double Agent
£12.95
Colour Genie
Ossett
Wakefield
Amazing Games
The Last Jedi
£4.00
Spectrum 48K
39 Maple Drive
Dragon
£4.00
Spectrum 48K
Burgess Hill
Kane
£4.00
Spectrum 48K
West Sussex
Analog Software
Analog Adventure
£16.95
Atari E + drives
c/o Mapsoft
Unit A
Oak Rd South
Hadleigh
Ben fleet
Essex
Anirog Computers
Dracula
£5.95
Vic 20 E
/
8 The High St
Pharaoh's Tomb
£5.95
Vic 20 E
Anirog (contd)
Zok s Kingdom
15. v5
Vic 2U h
Horley Surrey
The Dungeon
pf Off
£5.95
Vic 20 h
Artie
Planet of Death
£5.95
ZX8I
Planet of Death
£6.95
Spectrum 48K
Inca Curse
£5.95
ZX81
Main St
Inca Curse
£6.95
Spectrum 48K
Brandesburton
Ship of Doom
£5.95
ZX81
Driffield
Ship or Doom
£6.95
Spectrum 48K
Yorks
Espionage Island
£5.95
/AO 1
espionage island
opecirum
Golden Apple
£6.95
bpcLtrum 4«K
Assassin Software
Usurper
£o.0()
bpectrum
10 Ash Rd
Krago Castle
£6.00
Spectrum
Leeds 6
Atari
Energy Czar
. i j /Art
£14.99
A f—
Atari E
Atari House
Kingdom
£14.99
Atari E
Railway Terrace
ET
£29.99
Atari
Slough
Berks
Audiogenic
Tomb of Drewan
£12.95
Vic 20 E
PO Box 88
Boss
£* I A QZ
£14.95
Vic 20 h
T l I *
Reading
Grand Master
r i i oc
£17.95
V IC 20 h,
Berks
PUN /I A/1
L DM 04
Automata
rimania
f in no
rjptCirUlii *4^N,
27 Highland Rd
ZX81, BBC B
Portsmouth
Dragon 32
Hants
Groucho
£10.00
Spectrum 48K
Avalon Hill
Bl Bomber
£11.95
Atari, TRS80
650 High Rd
and III, CBM
London N12
Pet
Legionnaire
£25.95
Atari, Apple 1
VC
£14.95
Atari E, Appl<
Bamby Software
Leverburgh
Isle of Harris
Nukewar
North Atlantic
Convoy Raider
Midway Campaign
Tanktics
Dnieper River Line
Close Assault
Paris in Danager
Telengard
£11.95
£11.95
£11.95
£17.45
£18.95
£21.95
£25.95
£17.45
GFS Sorceress
£21.95
Empire of Overmind £21.95
Lords of Karma
Fredericksburg
Tactical Armour
Command
Galaxy
Voyager I
£14.95
£25.95
£28.95
£14.95
£14.95
4 drives, TRS80
I and II
Atari, Apple II,
TRS80 I and III,
CBM 64, Pet
Atari, Apple II,
TRS80 I and III,
CBM 64
Atari E, Apple
II, TRS80 1 and
III, CBM 64, Pet
Atari E, Apple
II, TRS80 I and
III, Pet
Atari E, Apple
II, TRS80 I and
III, Pet
Atari E, Apple
II, TRS80 I and
III
Atari + drives
Atari E, Apple II
+ drives, TRS80
I and III, CBM
64, Pel
Atari E, Apple
II, TRS80 I and
III
Atari E, Apple
II, TRS80 I and
III
Atari E, Apple
II, TRS80 I and
III
TRS80 I and 111
+ drives
Apple II +
drives
Atari E
Atari E,
Commodore Pet,
IBM PC
Bug-Byte Software
Mulberry House
Andromeda Conquest
£13.45
Atari
Controller
£18.95
Atari
Planet Miners
£11.96
Atari E
Scram
£19.99
Atari
Golden Apples
£5.95
Dragon 32
Planetary Trader
£5.95
Dragon 32
Surprise
£8.95
Dragon 32
Alien Odyssey
£9.95
Dragon 32
Scanner 13
£8.45
Dragon 32
Mystery Manor
£6.50
Spectrum 48K
Alone at Sea
£6.50
TI99/4A
Nodrug's Quest
£8.45
TI99/4A
Underground
£8.45
TI99/4A
Adventure
The Castle -
£6.95
Spectrum, Oric
Dictator
£9.00
ZX8I [>
February 1984 Micro Adventurer 41
^48K SPECTRUM -
MOUNTAINS
OFKET
ADVENTURE
A MONSTER OF AN ADVENTURE
PROGRAM1 COMBAT, INTER-
ACTIVE BEINGS, MONETARY
SYSTEM, MAGIC, EDGAR, SAVE/
LOAD FACILITY PLUS MANY
OTHER FEATURES.
As well as being a fast ingenious
compelling adventure in itself the
Mountains of Ket is the first of a 3
part series that builds into a
mammoth adventurers challenge.
Incentive: It could be adventageous
if you achieve 100%!!
N002 £5.50
1984
A GAME OF
GOVERNMENT MANAGEMENT
SPLAT!
ARCADE
ONE OF THE MOST ORIGINAL
AND COMPELLING ARCADE
GAMES EVER PRODUCED!
STARRING ZIPPY!!
"SPLAT! is one of the most
addictive games I have ever played
on the 48K SPECTRUM, It is
certainly the most original"
Computer & Video Games
NOW AVAILABLE FROM WH SMITH
AND BOOTS.
N001 £5.50
1984
THE GAME OF
ECONCTMIC SURVIVAL
THE BRITISH ECONOMY WITH YOU
AT THE CONTROLS! WHAT SORT
OF CHANCELLOR WOULD YOU
MAKE WITH SEVERAL BILLION
POUNDS TO SPENDS FIVE
YEARS TO THE NEXT GENERAL
ELECTION? GRAPHIC DISPLAYS,
HISTOGRAMS & AN ANNUAL
PERFORMANCE RATING ARE ALL
INCLUDED TO SHOW HOW YOU'
ARE DOING. HOW MANY YEARS
WILL YOU LAST?
FREE INSIDE: Pocket Guide to
Running Britain"!
N003 £5.50
All programs run in the 48K ZX SPECTRUM and are available from all
good computer shops. In case of difficulty please order direct using
the coupon below.
Please send me (tick box(es) required)
SPLAT □ MOUNTAINS OF KET □ 1984 □
All at £5.50 each (inclusive of VAT and 1st class postage)
I enclose cheque/P.O. for £ or debit my Access Account No
Name
Address__
cqg-v INCENTIVE SOFTWARE LTD., 54 London Street
^-<^ Reading RG1 4SQ. Tel: Reading (0734) 591678
1 V 1
FootbaUGame
Football Mc
Designed by Kevin Toms
Some of the features of the game:
★ Matches in 3D graphics
★ Transfer market ★ Promotion and
relegation ★ F.A. Cup matches ★
Injury problems ★ Full league
tables ★ Four Divisions
★ Pick your own team
for each match. ★ As
many seasons as you
like ★ Managerial
rating ★ 7 skill levels
★ Save game facility.
ddictire
* ZX81 Chart
Home Computing Weekly
1.8.83 andl 11 83
Comments about the game from press and our customers
FOOTBALL MANAGER is the best game I have yet seen on the
Spectrum and my personal favourite of all the games on any micro To the ordinary
person it is an excellent view of what can be done m tne field of computer games
The crowning glory of this game is the short set pieces of match highlights which show little
stick men running around a pitch, shooting defending and scoring it is a compulsive
game but people who cannot take game sessions of 9 hours or so which happened on one
nappy Sunday will be grateful to know that there is a save to tape option FOOTBALL
MANAGER has everything it could . The originator Addictive Games certainly deserve the
name " Rating 19 20 (Practical Computing- Auqustt983l
From software stockists nationwide, inc WHSMH Hifr
Prices Spectrum 48K £6 95
ZX8116K £5 95
N6 3D GRAPHICS ARt NOHNCLUDiC
IN 1HE ZX8- ViRSlON!
Overseas woe's aaa V 50
o ofoer ov mo't fp&p fteei sena
cr>eques o* pos'o' oraets 'o
XddtcfiH! Gomes
Albert House. Albert Poad
Bournemouth BH1 1BZ
Dealers! For urgent stocks send
your headed notepaper direct to
our address
JS. Hurler at the Mutwt
Death comes to a quiet country village when the Lord of the Manor is savaqely
murdered.
The police are baffled with no obvious dues to help them.
Your skills as an ace investigator are required to identify and apprehend the
murderer. This w.ll involve searching for clues (which could be dangerous requ.ring
ingenious deductions), examining the scene of the crime and asking questions of the
right people.
What is the mystery of the Gravediggers Hut?
What secret does the safe hold?
What lurks at the bottom of the brook?
These may be some of the questions you will ask yourself during your investigation
into the murder at the manor.
The game is based on a fixed map. comprising the Manor House, the Garden the
Town, the Graveyard and many other fully described locations, inhabited by a variety
of individual characters whom you are likely to meet.
t 11* YOU! t0 t0 S°IVe mUrder' the '0ca,S may know the answer ~ but will they
This original adventure fills your 48K Spectrum with over 1 20 locations, all of which
are depicted in full colour machine-coded graphics.
Add sound effects, a full score and save game facility plus a comprehensive and
easy to use command analyser (incorporating abbreviations and multi-command lines)
and you are sure of many exciting and frustrating hours.
WARNING - this is a 4D adventure where night brings added difficulties.
Cassette and instruction booklet
costs £6.95 inc.
GEMTIME, 16 Ben Ledi Road, Kirkcaldy, Fife
Dealer enquires welcome
42 Micro Adventurer February 1984
Bug-Byte (Contd)
Canning Place
Liverpool
Runtasofl
149 Monks Walk
Buntingford
Herts
Carnell Software
North Weylands
Industrial Estate
Mosley Rd
Hersham
Surrey
CCS
14 Langton Way
London SE3
Chalksoft
37 Willowslea Rd
Northwick
Worcester
Chameleon Software
c/o Calisto Computers
119 John Bright St
Birmingham
Channel 8
51 Fishergate
Preston
Lancashire
Commodore
675 Ajax Avenue
Slough
Berks
Compusense
286D Green Lanes
PO Box 1 69
Palmers Green
London N13
Computer Rentals
140 Whitechapel Rd
London El
Cosmi
c/o CentreSoft House
Unit 16
Bloomfield Rd
Tipton
West Midlands
CP Software
17 Orchard Lane
Prestwood
Bucks
Crystal Computing
2 Ashton Way
Dragonquest
£11.50
BBC
Damsel and the Beast
£6.50
ZX81
Adventure
£5 95
7X81
Old Father Time
£9.50
BBC B
Kraal s Kingdom
£4.95
Vic 20 E
Volcanic Dungeon
£5.00
ZX81. Sneclrum
Dragon 12
Black Crystal
£7.50
ZX8I, Spectrum
Wumpus Adventure
£5 00
7X81
The Crypt
£4 95
'sneclrum J^k
OJ'tLU UIII *4olS.
Corn Cropper
£5 00
■Mar • \f\r
7X81 Srw*rlrum
Corn Cropper
£6 00
Snei't rum dSk'
BBC
Auto Chef
£6.00
Sneetrum 48k'
"I'vvii Kill ~il l\
Print Shop
£6.00
Spectrum 48K
Airline
£6.00
Laser. Spectrum
48 K
Airline
£6.95
Oric
Dallas
£5.00
Laser, Spectrum,
BBC
Dallas
£6.95
Oric
Cameloi
£5.00
Snectrum 7X81
Laser
Smuggler
£5 00
Am m.' • V7V/
Sneetmm 7VXI
I aser
Plunder
£5 00
Sped rum 7VKI
Laser
British Lowland
£5 (X)
Sruvtrum 7X81
Laser
Byte
£5.00
Spectrum, ZX8I,
Laser
Gangsters
£5.00
Spectrum, ZX8I,
Laser
Abyss
£5.00
Spectrum, ZX8I,
Laser
Inkosi
£6.95
BBC, Spectrum,
Vic 20
Slone of Sisyphus
£27.99 Atari plus drives
The Golden Baton
The Time Machine
Arrow of Dealh 1
Arrow of Death 2
Escape from Pulsar 7
Circus
Feasibility Experiment
The Wizard Akyrz
Perseus and
Andromeda
Ten Little Indians
Adventureland
The Count
Mission Impossible
Pirate Cove
Voodoo Castle
Strategic Advance
High Flyer
Pirates Ahoy
£9.95
£9.95
£9.95
£9.95
£9.95
£9.95
£9.95
£9.95
£9.95
£9.95
£9.99
£9.99
£9.99
£9.99
£9.99
£4.99
£14.95
£7.95
Atari E,
Atari E,
Atari E,
Atari E,
Atari E,
Atari E,
Atari E,
Atari E,
Atari E,
CBM 64
CBM 64
CBM 64
CBM 64
CBM 64
CBM 64
CBM 64
CBM 64
CBM 64
Atari E, CBM 64
Vic 20
Vic 20
Vic 20
Vic 20
Vic 20
Vic 20 E
CBM 64 +
drives
Dragon 32
■
Rescue
£5.95
Spectrum 48K
Keys of Roth
£6.95
Dragon 32
Stargazer's Secrets
£5.95
Spectrum 48K
Woods of Winter
£5.95
Spectrum 48K
The Incredible
£5.95
Spectrum 48K
Adventure
Forbidden Forest
£9.95
CBM 64
Colossal Caves
Golfing World
Dungeon Master
Halls of the Things
£6.95 Spectrum 48K
£5.95 Spectrum 48K
£7.50 Spectrum 48K
£7.50 Spectrum 48K
Crystal Computing (Contd)
East Hcrrington
Sunderland
Crystal Computing
c/o Soft Machine
Station Crescent
Blackheath
London
Datasofl
c/o CentreSoft House
Bloomfield Rd
Tipton
West Midlands
Digital Fantasia
24 Norbreck Rd
Blackpool
Lanes
Merchant of Venus £5.50
The Island £7.50
Invasion of the Body £7.50
Snatchers
ZX8I
ZX8I
l)K I ronies
Unit 6
Shire Hill
Industrial Estate
Saffron Walden
Essex
Doric Computer Services
3 The Oasis
Glenfield
Leicester LE3 8Q5
Dragon Data
Kcnfig Industrial
Estate
Margam
Pt Talbot
West Glamorgan
O'Riley's Mine
£21.95
Atari
The Wizard of Akyr/
£9.95
BBC B,
Spectrum 48 K
Perseus and
£9.95
BBC B,
Andromeda
Spectrum 48K
Ten Little Indians
19.95
BBC B,
Spectrum 48K
Arrow of Death 1
£9.95
BBC, Spectrum
48K
Arrow of Death 2
£9.95
BBC, Spectrum
48 K
The Golden Baton
£9.95
BBC, Spectrum
48K
Time Machine
£9.95
BBC, Spectrum
48K
Circus
£9.95
BBC B,
Spectrum 48K
Feasibility Experiment
£9.95
BBC B,
Spectrum 48K
Escape from Pulsar 7
£9.95
BBC Bf
Spectrum 48 K
Dictator
£5.95
Spectrum 48 K
Dictator
£6 95
BBC B
Oracles Cave
£7.95 Spectrum 48K
Dungeon Software
Milton House
St John St
Ashbourne
Derbyshire
Educational Software
c/o Mapsoft
Unit A
Oak Rd South
Hadlcigh
Ben fleet
Essex
Eighth Day Software
18 Flaxhill
Morel on
Wirral
Merseyside
English Software
c/o CentreSoft House
Unit 16
Bloomfield Rd
Tipton
West Midlands
Epyx
c/o CentreSoft House
Unit 16
Bloomfield Rd
Tipton
West Midlands
Epyx
c/o Mapsoft
Unit A
Oak Rd South
Hadleigh
Calisto Island
Dragon Mountain
Madness and the
Minotaur
Quest
Black Sanctum
El Diablero
Mansion of Doom
Poseidon Adventure
Final Countdown
Stalag/Fno
The Crystal Chalice of
Quorum
The Temple of Zoren
Treasure Tom be
Giant's Castle
The Adventures of
Proto
£7.95
£7.95
£7.95
£7.95
£" 95
i"i 95
£7.95
C7 95
£" 95
£7.95
£7/>S
i7.95
£7 95
r 95
1.7.95
Dragon 32
Dragon 32
Dragon 32
Dragon 32
Dragon 32
Dragon 32
Dragon 32
Dragon 32
Dragon 32
Dragon 32
Dragon 32
Dragon 32
Dragon 32
Dragon 32
Atari i drives
Dark Lore
I'
Spectrum 48K,
ZX81
Escape from Perilous £14.95 Atari
Temple of Apshai
Upper Reaches of
Apshai
Curse of Ra
Crush Crumble Chomp
Gateway to Apshai
Sword of Fargoal
Datestones of Ryn
Invasion Orion
Rescue at Rigel
Star Warrior
Crush, Crumble and
£27.95 CBM 64, Atari
£15.95 CBM 64, Atari
£15.95 CBM 64. Atari
£21.95 CBM 64, Atari
£27.95 ( BM64,
TI99/4A
£21.95 CBM 64
£13.80 Atari E, Vic 20
£17.25 Atari E, Vic 20
£20.75 Atari E
£27.45 Atari E
£20.75 Atari E >
February 1984 Micro Adventurer 43
ntey
our own mat
e cot
'ventures
Without any knowledge of machine code whatsoever
THE QUILL „ a major new utility written in macnine code wkick allows even tne
novice programmer to produce nign-speed macnine code adventures of superior
quality to many available at tne moment witliout any knowledge of macnine code
whatsoever.
Using a menu selection system you may create well over 200 locations, describe
tkem and connect routes between tkem. You may tken fill tkem witk objects and
problems of your ckoice. Having tested your adventure you may alter and experi-
ment witk any section witk tke greatest of ease . A part formed adventure may be
saved to tape for later completion. Wken you kave done soTHE QUILL will allow
you to produce a copy of your adventure wkick will run independently of tke main
QUEL editor, so tkat you may give copies away to your friends.
THE QUILL is provided witk a detailed tutorial manual wkick covers every aspect of
its use in writing adventures. It is impossible to describe all tke features of tkis
amazing program in suck a small space so we kave produced a demonstration cassette
wkick gives furtker information and an example of its use.
~ is available at £2,00. and THE QUILL itself at £14.95.
FOR THE 48K SPECTRUM AT £14.95
Our Software is now available from many computer shops
nationwide, or direct from us by post or telephone.
SA E for full details of our range.
Dealer enquires welcome.
GILSOFT
30 Hawthorn Road
Barry
South Glamorgan
CF6 8LE
®(0222) 41361 X 430
TELEPHONE YOUR ORDER
WITH
-<j
SOFTWARE AT BETTER PRICES
MAIL
ORDER
ONLY
Dept. MA) P.O. Box 107, Uxbridge, Middlesex, UB10 ORG
DRAGON 32
CHANNEL 8
GOLDEN BATON
TIME MACHINE
ARROW OF DEATH
PULSAR 7
WIZARD OF AKYRZ
FEASIBILITY EXP
CIRCUS
RRP E9.95 Our Price £8.95
PEAKSOFT
DEATHS HEAD HOLE
LIONHEART
R R P f5.45 Our Price £4.95
ALL MICRODEAL TITLES
R RP £8.00 Our Price £7.75
COMMODORE 64
BUG BYTE
TWIN KINGDOM VALLEY
RRP £9.50 Our Price £8.50
MELBOURNE HOUSE
THE HOBBIT
RRP £14.95 Our Price £12.95
DURRELL
QUEST OF MERRAVID
R R P £7.95 Our Price f7.25
ALL CHANNEL 8
MYSTERIOUS ADDVENTURES
R R P £9 95 Our Price £8 95
SPECTRUM
MIKRO GEN
INHERITANCE
GREAT BRITAIN LTD.
MAD MARTHA II
MAD MARTHA II
RRP £6.95 Our Price £6.25
LEGEND
VALHALLA
R R P. £14.95 Our Price £12.95
GILSOFT
THE QUILL
R R P £14.95 Our Price £12.95
MELBOURNE HOUSE
THE HOBBIT
R R P. £14.95 Our Price £12.95
CRL
WOODS OF WINTER
R R P. £6 95 Our Price £6 95
VIC 20
DURRELL
QUEST OF MERRAVID
R R P £7 95 Our Price £7.25
QUICKSILVA
TRADER TRILOGY
R R P. £14 95 Our Price £12.95
TERMINAL
RESCUE FROM CASTLE DREAD
MAGIC MIRROR
R R P. £9 95 Our Price £8.75
CHANNEL 8
BLACK SQUID
R R P £9.95 Our Price £8.95
ANIROG
DUNGEONS
DARK DUNGEONS
R R P £5.95 Our Price £5.50
ATARI OWNERS - The full range of Adventure International products are available
at Our Prices. Send SAE for full lisl
OR SEND SAE FOR OUR CATALOGUE
STATING MACHINE
EPIC ADVENTURES
FULL SCALE MACHINE CODE ADVENTURES
FOR THE BBC AND ELECTRON
OUR EPIC BBC ADVENTURES ARE NOW ALSO
AVAILABLE FOR THE ELECTRON. EACH GAME
CONTAINS ALL THE DETAILS OF THE ORIGINALS.
WITH ONLY MINOR CHANGES TO THE TEXT
"APPROX. 230 FULLY DESCRIBED LOCATIONS * COLOUR *
ULTRA-FAST RESPONSE " SCORING " FAST GAME SAVE ON
TAPE * FULL SENTENCE COMMANDS ACCEPTED " EACH
GAME INCLUDES INTRODUCTION AND PLAYING
INSTRUCTIONS *
CASTLE FRANKENSTEIN: The Frankenstein Monster was
thought to have been killed in a fire at the Castle 20 years ago; but
a series of unsolved murders has taken place and the people fear
that the Monster is on the loose again. Explore the graveyard and
Castle ruins, with its secret passages, sulphur pits, etc. to find and
destroy the Monster.
THE QUEST FOR THE HOLY GRAIL: To become a knight of the
round table you must find the Holy Grail and return with it to
Camelot. Your search will take you through forest, swamp, castle,
dungeons and rivers, and on the way you will meet many
characters, some friendly some hostile. Can you outwit them all
and solve the many puzzles to successfully complete your quest?
THE KINGDOM OF KLEIN: The Wicked Witch has stolen the
Magic Klein Bottle from its pedestal in the palace. She swore that
she would put a hideous curse on anybody who was foolish
enough to try to recover it. Your task is to defy the Witch's curse
and solve the mystical properties of the 5 solids, in order to kill the
Witch and return the Bottle to the Klein Kingdom.
EACH GAME COSTS ONLY £7.95 inc VAT. (state BBC or
Electron) P&P FREE if ordering 2 or more, otherwise add 50p
44 Micro Adventurer February 1984
EPIC SOFTWARE
10 GLADSTONE STREET. KIBWORTH BEAUCHAMP
LEICESTER LE8 0HL
Please make cheques payable to EPIC SOFTWARE
Epyx (Contd)
Ben fleet
Essex
I AO (Ills
Penrice Drive
Tividale
Warley
West Midlands
Felix Software
19 Leighlon Ave
Pinner
Middlesex
Gebelli
c/o Mapsoft
Oak Rd South
Hadleigh
Ben (leer
Essex
Gemtime
16 Ben Ledi Rd
Kirkcaldy
Gikofl
30 Hawthorn Rd
Barry
South Glamorgan
Wales
Golem
77 Qualitas
Bracknell
Berks
Hewson Consultants
60A Si Mary's St
Wallingford
Oxon
Impact Software
70 Redford Avenue
Edinburgh
Infocom
c/o Softsel
Central Way
Feltham
Middx
Infocom
c/o CentreSoft House
Unit 16
Bloomfield Rd
Tipton
West Midlands
JRS Software
19 Wayside Ave
Worthing
Sussex
J V Software
c/o Mapsoft
Unit A
Oak Rd South
Hadleigh
Ben fleet
Essex
Kenema Associates
I Marlborough Drive
Worle
Avon
Kew Enterprises
14 Fairway Ave
Manchester
Lantern Software
4 Haffenden Rd
Tenterden
Kent
I>egend
1 Milton Rd
Cambridge
Chomp
Temple of Apshai I
Upper Reaches of
Apshai 2
Curse of Ra 3
Crypt of the Undead
Dragon's Eye
King Arthur's Heir
The Nightmare
Hellfire Warrior
Danger in Drindisti 2
The Keys of Acheron 3
Monster Maze
Escape Vulcan's Isle
Pyramid
Espionage
+ drives
+ drives
£27.45 Atari E
£13.80 Atari F
£13.80 Atari E
£20.75 Atari E
£20.75 Atari E
£20.75 Atari E
£20.75 Atari E + drives
£27.45 Atari E
£13.80 Atari E
£13.80 Atari E
£27.45 Atari E, Vic 20
£20.75 Atari E + drives
£4.95 Dragon 32
£4.95 Dragon 32
Tomb of Dracula
Tomb of Dracula
£4.95 Specirum 48K
£3.95 ZX81
Dr Goodcode's Tavern £21.95 Atari E + drives
Murder ai the Manor £6.95 Specirum 48K
Tasks/Time-linc
Magic Castle
Diamond Trail
The Quill
£4.95
£4.95
£4.95
£14.95
Spectrum
Spectrum 48K
Spectrum 48 K
Spectrum 48 K
Katakombs
£8.00
BBC B
Heathrow: ATC
Night flite
Dragonfly
Quest Adventure
Orb
The Quest
3D Ma/e
Zork I, II and III
£7.95
£5.95
£6.95
£5.95
£5.00
£28.75
each
Deadline
Starcross
Suspended
Witness
Planet fall
Castle Colditz
Lost Island
Battleships
Journey to the Planets
Green Ring
£37.95
£37.95
£37.95
£37.95
£3.95
£3.95
Spectrum
Spectrum
Dragon 32
Specirum 48 K
Dragon 32,
Vic 20 E,
Spectrum 48K
Dragon 32,
Spectrum 48K
Dragon 32,
Specirum 48K
Apple, Atari,
CBM 64,
IBM PC, Tl
Professional,
CP/M systems
(all plus drives)
Atari E + drives
Atari + drives
Atari E + drives
Atari E + drives
Atari E
Specirum 48K
ZX8I
ZX81
£20.45 Atari E
£7.00 Spectrum
Hell's Temple
£12.00 Oric48K
Secret Mission
Troll King
The Black Tower
Valhalla
£5.00 Vic 20 E
£5.95 TI 99/4a
£5.95 TI 99/4a
£14.95 Spectrum 48K
I*vel 9 Computing
229 Hughcnden Road
High Wycombe
Bucks
Colossal Adventure £9.90
MC Lolhlorien
4 Granby Rd
Cheadle Hulmc
Cheadle
Cheshire
Marlech Games
9 Dillingburgh Rd
Eastbourne
Sussex
Marteeh
c/o Soft Machine
Station Crescent
Blackheath
London
Melbourne House
131 Trafalgar Rd
London SE10
Microdeal
41 Truro Rd
St Austell
Cornwall
Mikro-Gen
24 Agar Crescent
Bracknell
Berks
Molimerx
I Buckhurst Rd
Town Hall Square
Bexhill-on-Sca
East Sussex
Adventure Quest
£9.90
Dungeon Adventure £9.90
Snowball
£9.95
Samurai Warrior
Samurai Warrior
Peloponnesian War
Johnny Rcb
Privateer
Paras
Roman Empire
Roman Empire
Roman Empire
Tyrant of Athens
Tyrant of Athens
Warlord
Warlord
Warlord
Roman Empire
Bedlam
Confrontation
Dreadnaughts
Red Baron
Battle Zone 2000
Galaxy Conflict
Galaxy Conflict
Conflict
Conflict
£4.50
£6.95
£4.50
£5.50
£4.50
£6.95
£4.50
£6.95
£12.50
£4.50
£6.95
£5.50
£6.95
£4.50
£5.50
£5.95
£7.95
£5.95
£5.95
£6.95
£11.95
£14.75
£11.95
£14.75
Quest of Merravid £7.95
CBM 64, Atari,
Oric, l ynx,
BBC, Spectrum,
Nascom
CBM 64, Atari,
Oric, Lynx,
BBC, Spectrum,
Nascom
CBM 64, Atari,
Oric, Lynx,
BBC, Spectrum,
Nascom
CBM 64, Atari,
Oric, Lynx,
BBC, Spectrum
48K
ZX8I
Dragon 32
ZX8I
Specirum 48K
ZX81, Spectrum
48K
BBC B
ZX8I
BBC B,
Dragon 32
Atari E
ZX8I
Dragon 32
Spectrum 48K
Oric 48K,
Dragon 32
ZX8I
Spectrum 48K
Spectrum 48K
Spectrum 48K
Spectrum 48K
Spectrum 48K
BBC
ZX8I, Spectrum
BBC B, Dragon
32, CBM 64,
Atari E
ZX81, Spectrum
BBC B, Dragon
32, CBM 64,
Atari E
CBM 64, Vic 20
m
The Hobbit
The Wizard and the
Princess
Phantom Slayer
Mansion Adventure I
Space Monopoly
Keys of the Wizard
Jerusalem Adventure
Williamsburg Boulevard
Ultimate Adventure
Escape
Sorcerer's Castle
Mad Martha
Mines of Saturn/
Return to Earth
Mysterious Adventures:
Golden Baton, Time
Machine, Arrow of
Death Parts I and II,
Escape from Pulsar 7,
Circus, Feasibility
Experiment, Wizard of
Akyrz, Perseus and
Andromeda, Ten Little
Indians
Epic Hero: Ocean
Hunt, Dungeon of
Derojhen, Venus Must
Live
Battle of Britain
£14.95
Specirum 48K,
CBM 64, BBC,
Oric
£5.95
Vic 20
£8.00
Dragon 32
£8.00
Dragon 32
£8.00
Dragon 32
£8.00
Dragon 32
£8.00
Dragon 32
£8.00
Dragon 32
£8.00
Dragon 32
£8.00
Dragon 32
£5.50
Specirum
£5.50
Specirum
£5.95
Specirum
£10.06
TRS80 1 and III,
each
Video Genie 1
and 11, Colour
Genie, BBC B
I
£10.06
each
£15.53
Concorde
£17.25
TRS80 I and III,
Video Cienie I
and II
TRS80 I and III,
Video Cienie I
and II
TRS80 I and III,
Video Genie I
and II
>
February 1984 Micro Advenlurer 45
/COUPAMY
Ark A U#
GME
PRICE
MICRO
Molimerx (Contd)
Video ( ienie 1
and II
Everest Explorer
•
£10.06
TRS80 1 and III,
Video (ienie 1
and II
Temple of Bast
£10.06
TRS80 1 and III,
Video Genie 1
and II
Wumpus
£6.32
TRS80 1 and III.
Video Genie I
and II
Mr Micro
Dracula
£6.90
Oric E
69 Partington l ane
Mysterious Island
£9.90
Vic 20 E
Swinton
Cold Rush
£6.90
Vic 20
Manchester
Muse Software
Castle Wolfenstein
£21.55
Apple, Atari
c/O Soi l sell
(both plus drives)
C entral Way
Felt ham
Middx
Newsofl
Black Dwarf's Lair
£4.95
Spectrum
12 Whitebroom Rd
Time Bandits
£4.95
Spectrum
Warners End
Secret Valley
£4.95
Spectrum
Hemel Hempstead
Great Western
£4.95
Spectrum
Herts
Spectral Maze
£4.95
Spectru m
On-Fine Systems
Mission: Asteroid
□ 7.19
Atari E + drives
e/o Mapsoti
Wizard and the
£21.79
Atari E + drives
Unit A
Princess
Oak Rd South
Ulysses and the
£20.64
Atari E + drives
Hadleigh
Golden Fleece
Ben fleet
Essex
Peaksoft
Death's Head Hole
£5.45
Dragon 32, BBC
7 Hawthorn Crescent
B, Spectrum 48K
Burton-on-Trent
Don't Panic
£5.45
Dragon 32
Derbyshire
Lionheart
£5.45
Dragon 32
Champions!
£6.95
Dragon 32,
BBC B,
Spectrum 48k,
Oric 48K,
Electron
Penguin
Spy's Demise
£15.95
Atari
c/o CentreSoft House.
The Spy Strikes Back
£15.95
Atari
Unit 16
Bloom Held Rd
Tipton
>
West Midlands
Phipps Associates
Knight's Quest
£4.95
Spectrum, ZX81
99 East St
Greedy Gulch
£4.95
ZX81
Epsom
Magic Mountain
£4.95
Spectru m
Surrey
Adventure
£5.00
ZX81
Novotnick Puzzle
£5.00
ZX81
Gorgon
£4.95
Spectrum 48K
Black Planet
£5.95
Spectrum 48K
The Forest
£9.95
Spectrum 48K
Pixel Games
Trader
£9.95
ZX81, Spectrum
c/o Quicksilva
£14.95
Vic 20
92 Northam Rd
Southampton
Portent Adventures
Robin Hood
£5.95
Dragon 32
Lost Tower of Tintagcl
£6.96
Dragon 32
Premier
Adventure Plus
£7.95
Dragon 32
208 Croydon Road
House of Horrors
£4.95
Dragon 32
London SE20
Caverns of Doom
£4.95
Dragon 32
Dungeons of Death
£6.95
Dragon 32
Dragon Power
£7.95
Dragon 32
Plant
£5.95
Dragon 32
Oil Recovery
£5.95
Dragon 32,
Video (ienie.
TRS80 I and III
Program Power
Adventure
£7.95
BBC
8/8A Regent St
Eldorado Gold
£6.95
BBC B
Chapel Allerton
Labyrinths of La
£7.95
BBC B
1 ,eeds
Coshe
Seek
£6.95
BBC
Adventure
£6.95
BBC
Caveman Adventure
£6.95
BBC
Protek
Airliner
£9.95
Spectrum 48 K
c/o Soft Machine
Station Crescent
Black heath
London
Psion
Might Simulation
t /.9?
Spectrum 4oK
2 Huntsworth Mews
Gloucester Place
London NWI
Quality Software
Ali Baba
£24.95
Atari E + drives
c/o CentreSoft House
Unit 16
Bloomfield Rd
J
Quality Software (Contd)
Tipton
West Midlands
Quicksilva
\ rauer
fQ QS
7X81 Smviriim
Palmerston Park House
Trader
ri a c*\"
L 1 *+.V?
Vl(. L\l
\*> ratmerston Ka
DiAi>iiiir 1 rill
i lonccr i ran
H <)S
7X8 1
Southampton
Ocean 1 racier
i '\ OS"
'/ VK 1
riarnpsnirc
sj rrs i liiolpr* s ( * nvt*
16 l)S
Snectrum 48K
Velnor's Lair
£6.95
Spectrum 48K
Xadom
£6.95
Spectrum 48K
Ring of Power
£9.95
CBM 64
Red Shift
Apocalypse
£9.95
Spectrum 48K,
I2C Manor Road
BBC B
London N16
Apocalypse Expansion:
£4.95
Spectrum 48K
Maps
Apocalypse Expansion:
£4.95
Spectrum 48K
Ancient Scenarios
Apocalypse Expansion:
£4.95
Spectrum 48k
Modern Scenarios
Red Shift
Apocalypse
£9.95
BBC
c/o Soft Machine
Station Crescent
Blackheath
London
U(M'k hill
Wi/ard of Wor
£29.95
Atari I: + drives
c/o ( YnlreSolt House
Ulr\omfi*»lcl Ui\
i ipion
west iviiuianus
Komik 7><ntv*are
i omos oi Aciops
f f\ QQ
in.77
CRM fwl
Ill Argyll Ave
I OOI S V.IOIC1
CRM fvl
.THtUgll
"Th*» r"iolrlf»n Annlt**N ot
£4 99
Vic 20 8 16K
liC! ks
z,eus
Animal Magic
JL J .77
V K ZW, 1 ON
Aorgou s Miiguttni
f ft 99
LA J. 77
Vii- ?() 8 16k
JlJ IVKJIlSlCl ^ I1USC
f A QO
LV1 . 77
Snectrum 16 4HK
JlJ IVH^IIMLI V_ 1 a/v
f 9 99
L 7 . 77
1 vn\
i .y 1 1 a
Whilp Ov^ial
VVIMlt V^IVJltll
£6 99
Am A. ' ft S J
Draaon 12
1 1 1 1 1 l L L \v \ iMIlllUMKl
f fS 99
H» . 7 7
£)r;iPon 1?
Suh
ouu
£S 99
Snectrum 16 48 K
. _J 1 'V ^ l 1 Villi " * ' ' ■
salamander
I I dllMIII S 1 OIIIU
F9 9S
I^rnunn 17 One
1 / Nortolk KU
nngnton
Vt'Jvar/l War
w i/drcj vv ar
£7 9S
171 ill- > M l Jt.
Sussex
l.OSl in DpdLC
CO
1.7.7 J
1 IfllKMl 4 /
|yragi\>ii
nverest
C7
i^ragi'ii jl
rsiignt rlignt
T7
L / .7?
wragt'ii
717 Plinhi ^imnhtnr
iji rugni Diiiiuiau'i
*'Q QS
RRT M
saiurn xmware
1 OHIO OI 1 IIIIIIIK'SIS
£S SO
i j\ iAj^yii i ^» fc-
Meamores
wax works
fS SO
LJ . jyJ
.>omersnani
V/"\lc 'a ni~\ 1 ^1 'i r\ t\
v DlCal lv» iMdiiu
£7 (X)
1 t 1 J V- 1 *
C 'A m h
St'\ crii S<it Iv* urc
Cirail
£6.95
Oric 48K
S School Crescent
M oria
£4.95
Spectrum
1 VMTif^V
U. V UI Iv v
( ilos
IVIV.JI lu
£6 9S
Oric 48 K
vJ IK'-)
Shards Software
Pettigrew's Diary
£7.95
Dragon 32
189 Eton Rd
II ford
Essex
Richard Shepherd
Super Spy
£6.50
Spectrum 48K
Software
Transylvanian Tower
£6.50
Spectrum 48K
Elm House
Everest Ascent
£6.50
Spectrum 48K
23-25 Elmshott Lane
Ship of the Line
£4.95
Spectrum
Cippenham
Ship of the Line
£6.50
Spectrum 48K,
Slough
CBM 64
Berks
Invincible Island
£6.50
Spectrum 48K,
CBM 64
Devils of the Deep
£6.50
Spectrum 48K
Sierra On-IJne
Mission Asteroid
£17.95
Atari plus drives
Systems
Mission Asteroid
£14.35
AfSple plus drives
c/o Softsel
Mystery House
£17.95
Apple plus drives
Central Way
Wi/ard and Princess
£23.70
Atari, Apple
Felt ham
(both plus drives)
Middx
Cranston Manor
£28.75
Atari plus drives
Cranston Manor
£25.50
Apple plus dri\ es
Ulysses and the
£25.50
Apple, IBM PC
Golden Fleece
(both plus drives)
Time Zone
£71.95
Apple plus drives
Silverlind
Haunted House
£6.00
BBC B
156 Newton Rd
Journey to the Stars
£6.50
BBC B
Burton-on-Trent
Passport to Death
£6.50
BBC B
Staffs
Pentiles
£6.50
BBC B
Othello
£6.95
BBC B
Sinclair
Embassy Assault
£4.95
Spectrum
Stanhope Rd
(also see under
Camberley
Psion and Artie)
Surrey
Sinus
Fantastic Voyage
£27.95
Atari E + drives
c/o CentreSoft House
Unit 16
/
46 Micro Adventurer February 1984
Sinus (Contd)
Bloom field Rd
Tipton
Wesl Midlands
Soft Toys
The Lair
€6.(K)
Vie 20 .
14 Lock hart on Ave
Star Warp II
£6.(K)
Vic 20
Edinburgh
Software For All
JR
£6.95
BBC
72 North St
Space Kingdom
£7.95
BBC B
London N6
Area Radar Controller
£6.95
BBC B
Spectrum
Realms of the Undead
£5.50
Spectrum 48k
c/o CentreSofi House
Unii 16
Bloom field Rd
Tipton
Sulis Kducalional
Time Traveller
£7.95
Spectrum, BBC
Software
4 Church S(
Abbey Green
Bath
Superb Software
The Island
£10.00
CBM 64
9B Oval Rd
London NW1
Supersoft
Goblin Towers
£9.95
CBM 64
Winchester House
Streets of London
£9.95
CBM 64
Canning Rd
Forest land
£9.95
C BM 64
Wealdstone
Cosmic Capers
£7.95
CBM 64
Harrow
Cracks of Fire
£7.95
CBM 64
Middlesex
Catacombs
£27.00
Pet + drives
Weird Wood
£25. (X)
Pel + drives
Cornucopia
•
£35,00
Pet + drives
Goblin Towers
£14.00
Pet + drives
Cosmic Capers
£16.00
Pel ' drives
( racks of Doom
£16.00
Pet + drives
Swiftv
Space Module 1
£18.95
Atari F. 4 drives
c/o Mapsoft
Unit A
Oak Rd South
Hadleigh
Ben fleet
Essex
Synapse
Shamir, 1
£24.95
Atari, CBM 64
c o CentreSofi House
Shamus II
£24.95
Atari F
Unit 16
Necromancer
£24.95
Atari F
Bloomfield Rd
Tipton
West Midlands
Temptation Software
Dungeons of Doom
£5.95
Spectrum 48k,
27 Cinque Ports St
ZX81
Rye
Admiral Graf Spec
£5.95
Spectrum 48K
East Sussex
ZX81
Special Mission
£5.95
TI99/4A F
Baron
£5.95
Spectrum 48K,
ZX8I
Terminal Software
C urse of ihe Werewolf
£9.95
Vie 20 F
28 Church 1 anc
Rescue from Castle
£9.95
Vic 20 F
Preslvvich
Dread
Manchester
Magic Mirror
£9.95
Vic 20 F
Nosfcralu
£9.95
Vic 20 F
Space Island
£6.95
Spectrum 48K
Vampire Village
£6.95
Spectrum 48k
lltimate
Aiic Alac
£5.50
Spectrum 48k
The Green
Lunar Jeiman
£5.50
Spectrum 48k
Ashby-de-la-Zouch
■
1 eics
V irgin dames
Castle Adventure
£6.95
Dragon 32
61-63 Portobello Rd
i ontion w 1 1
VVintersoft
Ring of Darkness
£9.95
Dragon 32
30 Uplands Park Rd
Operation Gremlin
£6.95
Oric 48k
Enfield
Middx
Work Force
Adventure in Time
£7.00
7X91,
140 Wiisden Ave
Spectrum 48k
Luton
Pirate Island
£6.50
Spectrum 48k
Beds
TOWN NATHAN
HOME COMPUTERS, SOFTWARE, BOARD
GAMES, ROLE PLAYING GAMES AND BOOKS
WEST YORKSHIRE S
LOCAL COMPUTER SHOPS
= MORLEY -
= HEADINGLEY -
= CROSSGATES -
DRAGON BYTE
51a Queen Street
Morley
Leeds 28
Tel: 0532 522690
LAST CHANCE
10 Ash Road
Headingley
Leeds 6
Tel: 0532 744235
HIEROMANS DELL
89 Penda's Way
Leeds 1 5
Tel: 0532 641855
z
NOTES TO THE TABLE
71
Atari: the programs will run on either the Atari 400 or 800
unless E is specified, in which case extra memory is needed on
the 400.
BBC: the programs will run on either of the BBC micros unless
the model B is specified, in which case extra memory is needed
on the model A.
Drives: if a program needs a disk drive system this is specified
in the micro column.
Spectrum: the programs will run on either Spectrum, n
= We're worth a visit because:
= * We've probably the best range of software in the
= North - and we're improving all the time.
= * We've a growing range of computers, peripherals,
= upgrades and books.
EE * We've the biggest range of Citadel figures for leagues
EE around.
= * We've board and adventure games for all ages from
=J TSR, Games Workshop, Avalon Hill, Victory Games,
= GDW, Yaquinto, etc, etc.
= PROGRAMMERS - Assassin Software needs your
= marketable programs. Give us a call.
17
8TH DAY
ADVENTURE
DARK LORE IS A DYNAMIC NEW
TEXT ADVENTURE GAME with over
1 00 locations, and many problems to
solve on your journey.
Can you find the sacred talisman, pit
your wits against insurmountable
problems, and face many perils in your
bid to confront the Dark Lord? Have
you the courage to do battle with a
host of awesome creatures, gamble
your final reserves of money, seek a
sea passage, soar boldly through the
sky, all in a desperate struggle for good
to triumph over unspeakable evil? Dark
Lore is the epic adventure to play for
the 48K ZX Spectrum. Send £6.95 to:
COMING SOON . . .
BYTE YOUR THUMB!!
The craziest adventure game yet —
ARE YOU MAN ENOUGH TO MEET THE MOP??*!?
8TH DAY SOFTWARE
18 FLAXHILL
MORETON, WIRRAL
MERSEYSIDE L46 7UH
I cbruary 1984 Micro Adveimirer 47
If you need advice or
have some to offer
write to Tony Bridge,
Adventure Help, Micro
Adventurer, 12-13 Little
Newport St, London
THIS MONTH I'll look at the
kind of problems — and some
of the solutions encountered
when playing adventures.
Adventure programs often
let you stumble about in the
dark for only a short time, or a
couple of turns before deciding
that you haven't the faintest
idea of how to proceed and
dumping you unceremoniously
in the nearest ice-cold under-
ground stream.
But what's this — something
else comes up on the screen:
YOU ARE IN A SMALL
CAVE. THERE IS A SMALL
WOODEN BOX HERE. TO
THE NORTH YOU SEE AN
UNDERGROUND STREAM
FLOWING THROUGH A
SMALL CRACK IN THE
ROCK. THROUGH THE
CRACK YOU CAN JUST
MAKE OUT SOMETHING
GLITTERING IN THE
DARK BEYOND.
WHAT NOW?
He! He Some treasure! Must
get it! Flushed with justifiable
pride at our success at using the
octopus, we attack the next
problem with gusto. How are
we going to get at that gold in
the next cave?
We can try the direct route,
by typing:
N(for NORTH)
YOU CAN'T GO THAT
WAY WHAT NOW?
That's a bit of a blow. The
computer, darn it, doesn't
seem very impressed with our
previous brilliant deductions,
and is already putting more
problems our way! There must
be a way through the crack.
Maybe we are carrying too
many goodies, and we can't
squeeze through.
DROP ALL
O.K.
WHAT NOW?
N
YOU CAN'T GO THAT
WAY
WHAT NOW?
Hmm, this is getting silly. Is
there anything to help us in the
cave? There's a little pile of
treasure on the floor which we
dropped a few moments ago,
but none of that is useful to us
now. Wait, there's a box, isn't
there. How could we have
forgotten that?
EXAMINE BOX
YOU SEE A SMALL
WOODEN BOX.
THERE IS NOTHING
UNUSUAL.
Computers can be very
pedantic!
OPEN BOX
O.K. THE BOX IS OPEN.
INSIDE YOU SEE AN
AQUALUNG.
Aqualung! Underground
stream?
GET AQUALUNG
YOU ARE CARRYING:
THE AQUALUNG THE
BROWN GLOVES WHICH
YOU ARE WEARING
THERE IS ALSO A SMALL
BOX WHICH IS OPEN
Wait a moment, though, the
box might be useful. We're
told it is small but maybe it will
carry everything we want to
take with us, and maybe it will
float! Now we can try:
GET RING
O.K. YOU HAVE THE RING
WHAT NOW?
PUT RING IN BOX
O.K.
WHAT NOW?
LOOK
and we get the same list as
before, but with a difference at
the end:
AND A SMALL BOX
WHICH IS OPEN. IT
CONTAINS THE GOLDEN
RING
A series of interlocking
problems that eventually yield
results is a typical format for
most traditional adventures.
Churchtown Close, Dublin,
Ireland.
MICRO ZX81 Adventure
Espionage Island Problem
How do you go down stream
without being shot by a
patrolling helicopter and how
do you see in the dark corner
of the aircraft wreckage?
Name Danny Gray Address
Elangeni, Vicarage Rd, Gt
Hockham, Thetford, Norfolk.
MICRO Spectrum 48K
Adventure Valhalla Problem
What is the use of the jewels?
Name S. Dale Address 131
Glebe Rd, Middlesbrough,
Cleveland.
MICRO Spectrum Adventure
Knights' Quest Problem I am
at the deserted wasteland with
a horse, compass and a coiled
rope. What should I do with
the rope? Name M. Roberts
Address 15 Ruffa Lane,
Pickering, Yorkshire.
MICRO BBC B Adventure
Castle of Riddles Problem I
cannot map the jet-black
maze. I have waved the rod
and have got red, orange,
yellow, green and blue, but not
violet. Name PR Anthony
Address 37 Hetherington
Close, Britwell Estate, Slough,
Berks.
ADVENTURE CONTACT
MICRO Spectrum 48K
Adventure Knight Quest
Problem What does one say or
do to use the boat moored at
the lake? Name Stephen Lowe
Address 13 Broadwalk,
Saltash, Cornwall.
MICRO Vic 20 Adventure
Space Hero Problem How do
you make the dragon sleep and
what do you do with the solar
power cell and the ray gun?
Name Martin Lanni Address
71 Valley Drive, Kendal,
Cumbria.
MICRO Atari Adventure USS
Sorceress Problem How do
you get past the cement wall in
the space pirate's castle? Name
John Firth Address White Lea,
Rudgwick, West Sussex.
MICRO Spectrum Adventure
Planet of Death Problem How
do you get out of the prison
cell? How do you get out of the
shed with the laser? Name
S Laock Address 8 Seagry
Close, Westbury-on-Trym,
Bristol.
MICRO Spectrum ZX, 48K
Adventure The Hobbit
Problem What or where is the
carrock? Name Mark Haggett
Address 1 Tappers Lane,
North Petherton, Somerset.
MICRO ZX81 16K Adventure
Espionage Island (Adventure
D) Problem How can I cross
the swamp without drowning?
Does the graffiti have any
significance? Name Ross
Colledge, Dalkeith, Lothians.
MICRO ZX Spectrum
Adventure Planet of Death,
The Hobbit Problem How do I
escape from the barred cell and
the goblins' dungeon? Name
Mark Robertson Address
HAVE YOU BEEN staring at the screen for days, or given
up in disgust, stuck in an adventure whose problems seem
insurmountable? Adventure Contact may be the answer.
This column is designed to put adventurers in touch with one
another. When you're stumped a fellow adventurer may be
able to help — and you may be able to solve other people's
problems. If you are having difficulties with an adventure,
fill in this coupon and send it to Adventure Contact, Micro
Adventurer, 12/13 Little Newport St, London WC2R 3LD.
We will publish Adventure Contact entries each month in
this special column.
Micro
Adventure
Problem
Name
Address
48 Micro Adventurer February 1984
PBM
PBM magazine covers all aspects of the growing play-by-
mail gaming hobby, with regular undates on the computer-
moderated commercial games as well as details of the
enormous number of "free" non-commercial ones. We also
look at the prospects for modem and cable gaming and
describe the American experience in this area.
Single issue: 90p. Six-issue subscription: £5.25.
Cheques/POs payable to Emjay, 17 Langbank Avenue, Rise
Park, Nottingham NG5 5BU.
THE WAR MACHINE
Published since 1981, TWM is the specialist magazine for
micro owners interested in sophisticated simulation
games. We carry reviews of computer wargames,
adventures and other software, as well as descriptions of
games programming techniques for the home programmer.
Single issue: £1.15. Six-issue subscription: £6.50.
Cheques/POs payable to Emjay, 17 Langbank Avenue, Rise
Park, Nottingham NG5 5BU.
HAVE an adventurous New Year! The Hobbit £12.95, level 9,
Digital Fantasia and Acornsoft Adventures' £8 95'
Lothlorian, Fantasy Quest, Artie, Virgin, A&F and many
more all available at discount. (SAE stating machine.) Prices
fully inclusive. Chipmunk Software, 64 Cherryhill Avenue
Dundonald BT16 OJD.
The Foundation International Science Fiction/Fantasy
Club. Discounts on books, games, comics, computer
software. 45p S.A.E. for details to: D. Hodson, 104
Debden, Gloucester Road, Tottenham, London N 1 7 6LN.
TEXAS TI99/4A software. Wide range available from £3 95
Send s.a.e. for list. Apex Software (MA), Swiss Cottage.
Hastings Road, St. Leonards-on-Sea, Sussex TN38 8EA
DISPLAY AD INDEX
Addictive Games 42
C
Carnell Software 26 & 27
Channel 8 Software 35
Curragh Computers 52
D
D.G.H. Software 18
Digital Fantasia 30
Doric Computers 33
E
Eighth Day Software s 47
Epic Software 44
G
Gemtime 42
Gilsoft 44
I
Incentive Software 42
Interface 1 2
L
Level 9 Computing 2
M
M'crol 6 & 7 & 17
Misson Software 40
Modular Concept 33
N
Nathan 47
O
Oltrosoft 44
S
S.C.R. Adventures 38
Salamander 51
Shards 15
R. Shepherd 20 & 2 1
W
J. Wiley & Sons 5
Wintersoft 15
r
Here's my classified ad
(Please write your copy in capital letters on the lines below.)
1
Please continue on a separate sheet of paper
1 make this words, at 20p per word so I enclose £
Name
Address
Telephone
Please cut out and send this form to: Classified Department, Micro Adventurer, 12-13 Little Newport Street
London WC2R 3LD
February 1984 Micro Adventurer 49
■V!
puinnrDOKi
Tony Roberts tests
your skill — send
your answers to
Competition Corner,
Micro Adventurer,
12-13 Little Newport
St, London WC2R
3LD
The best 20
answers we
receive will win a
copy of Alpha
Dawn, which is
part one of Star
Frontiers, a
science fiction
role-playing board
game from TSR.
Solve mystery
missing
runic rings
TISCH, the black dragon, is
now sporting three rings on her
left fore-claws.
Pleased, both with herself
and the work you have done,
Tisch now has another task in
mind. She wants you to start
on a collection of ancient runic
rings. The task is fairly
demanding so a recap of your
past efforts might help boost
your confidence.
In the past you have had to
enter the hex to retrieve the
first ring, and escape both with
your life and any treasure you
were able to carry out with
you.
On the way you had to battle
menacing spiders, hungry
giants, a dragon and soldiers.
But escape you did.
Still Tisch's prisoner, you
had to find a second ring
kept in one of eight rooms,
which were shrouded in a hazy
blue light . However , your
strength would last only for six
rooms.
For the third ring you had to
fight two strange pogg
creatures that were situated at
two of the entrances of a maze
you had to enter where the ring
was hidden.
The Pogg's trails were
deadly and the walls of the
maze were too high for you to
escape.
The runic rings Tisch wants
you to find were hidden in a
time before memory, placed in
guarded and booby-trapped
places by the last of her kind.
Tisch has spent the past
weeks mind-probing the first
of these hiding places. She has
mapped out the safest route for
you through this maze to the
ring.
Each turn you must take is
marked with a left or right
arrow on the six parchments
shown here.
As you enter the maze a deep
growl and clanking of metal on
a nearby rock startles you. The
parchments slip from your
fingers.
Hurriedly you gather them
together — but what order
should they be in?
As a tie-breaker complete
the following sentence in 15
words or less. The type of
character 1 like to play best in
role-playing games is . . .
Your entry must arrive by
the last working day in
February. The winners and
solution will be published in
the May issue. You may enter
only once. Entries will not be
acknowledged and we cannot
enter into correspondence on
the result.
Due to C hristmas schedules
t he product ion of t his
magazine was brought forward
by two weeks.
In order to allow readers
enough time to complete the
competition we have delayed
until next month winners and
publishing the names of the
solution. □
50 Micro Adventurer February 1984
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MM
ma
mm
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orders pa
Micro Speech
lets
ZX Spectrum
talk ! ! SS
jU JUST PLUG IN AND USE
Micro Speech is easy to use —
simply plug into your Spectrum
and TV and enjoy a new dimension;
instant voicing of all the keys
infinite vocabulary at your command
intonation to add character to
speech exciting new range of
sound and speech games
S P E
P
IT'S AS EASY AS THIS!
LET SS=ac(sh)un st(aa)(sh)uns
will say "ACTION STATIONS"
jU GAMES SOUND ON THE TV
Micro Speech talks through your
TV's loudspeaker, ensuring top
quality sound.
fJ WHAT CAN'T IT DO!
Unlimited vocabulary means that
Micro Speech can say anything ...
it can even be made to yodel!
There is nothing it cannot say!
NEW SOUND GAMES USING MICRO SPEECH INCLUDE:
I — — \
fJ Mr. Wimpy : Moon Alert : Hunchback (Ocean)
JU Lunar Jetman (Ultimate) Las Vegas Lady (Mogul)
P Colour Clash : Shark Attack : 3D Monster Chase (Romik)
Pj Lunar Rescue (Lyversoft) The Island (Crystal)
P Voice Chess (Artie) Mined Out (Quicksilva)
i
P Mysterious Adventures Part 1-4 (Digital Fantasia)
fJ The Birds and the Bees (Bug Byte)
P Blastermind (Martech) Blade Alley (P.S.S.)
Available from: COMET : W.H.SMITH : MENZIES : GREENS : WOOLWORTHS
SPECTRUM and COMPUTERS FOR ALL DEALERS : DEPARTMENT STORES AND SELFRIDGES
NOW DEMONSTRATING AT SPECIALIST DEALERS NATIONWIDE
For persona! attention and seven day turnaround of your order PLUS a free entry in the holiday draw (5 choices, 3 winners)
AND an extra free game (exclusive to us) when you order from us.
Send to: MICRO SPEECH OFFER, P.O.BOX 1, GATESHEAD NE8 1AJ
or telephone: NEWCASTLE (0632) 824683
Please send me MICRO SPEECH units.
Name (Print clearly)
Address
Postcode
I enclose Cheque/Postal Order payable to "Micro Speech Offer"
or debit my Barclaycard/Access account No. ("T
only £29.95
INCLUDING
H FREE SOUND GAME
EACH
n
□
I understand that I can have my money back within 10 days of purchase if I am not delighted
Please allow 21 days for delivery. 12 months parts and labour guarantee.
Signed Ref
jUj COMPREHENSIVE MANUAL
[jj] DEMO CASSETTE